Humanoid Control for Unity v4
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The teleporter is a simple tool to teleport transforms.
Humanoid Control comes with built-in teleport support which can be customized using standard Unity solutions. The Teleporter is a specific implementation of an Interaction Pointer.
Two types of teleportation are supported:
You can enable gaze based teleportation on the Head Target of the Humanoid. Here you will find an ‘Add Teleporter’ button:
When this button is pressed, a Teleporter GameObject (see below) will be attached to the Head Target. It will be active by default so that you will see the focus point continuously when running the scene. The focus object is a simple sphere, while no line renderer is present. Additionally, the Left Button One of the controller will be set to the Click event of the Teleport which will teleport the humanoid to the location in focus:
The Left Button One will match the Menu Button on the SteamVR Controller and the X button of the Left Oculus Touch Controller.
Hand pointing based teleportation is activated on either Hand Target. Like above, you will find an ‘Add Teleporter’ button here:
This will add a Teleporter GameObject to the Hand Target. In this case, no focus object is used, but an line renderer is used to show the pointing direction. This is visible as a standard pink ray on the hand. Pointing teleporting is activated when the ‘One’ button is pressed. While the Click event is matched to the Trigger button. The former matches to the Menu Button on the SteamVR controller which the latter is the Trigger on this controller. On the Oculus Touch, the One button is the X or A button, while the trigger button is the Index Finger Trigger button.
Of course you can change these button assignments through the editing of the Controller Input, setting the desired button to the Teleporter.Activation and -.Click functions.
For more information on these parameters, see the InteractionPointer Interaction Pointer.
The target point object is disabled or enabled automatically when the Teleporter is activates or deactivated. The Transform of the target point object will be updated based on the ray curve to match the location where the teleport will go.It will be aligned with the Normal of the surface. This object can be used to show the target of the teleportation in the way you like.
When an line renderer is attached to the Target Point Object, it will automatically be updated to show the line ray casting curve. You can change this line render to your likings. Only the positions will be overwritten when the teleporter is active.
Public Types | |
enum | TransportType { Teleport , Dash } |
Determines how the Transform is moved to the Target Point. | |
enum | RayType { Straight , Bezier , Gravity , SphereCast } |
The ray modes for interaction pointers. | |
enum | PointerType { FocusPoint , Ray } |
The type of interaction pointer. | |
Public Member Functions | |
virtual void | TeleportTransform () |
Teleport the transform. | |
override void | Click (bool clicking) |
Change the click status on the objectInFocus. | |
void | PointTo (GameObject obj) |
void | SetDirection (Vector3 lookDirection) |
void | LaunchRigidbody (Rigidbody rigidbody) |
void | LaunchPrefab (GameObject prefab) |
void | SpawnOnObjectInFocus (GameObject prefab) |
Spawns a prefab as a child of the objectInFocus. | |
void | ApplyForce (float magnitude) |
void | FullClick () |
Click on the objectInFocus. | |
virtual void | Activation (bool _active) |
Change the active status of the InteractionPointer. | |
virtual void | ActivateClick (bool _active) |
Static Public Member Functions | |
static new Teleporter | Add (Transform parentTransform, PointerType pointerType=PointerType.Ray) |
Adds a default Teleporter to the transform. | |
Public Attributes | |
TransportType | transportType = TransportType.Teleport |
The TransportType to use when teleporting. | |
Transform | transformToTeleport |
The transform which will be teleported. | |
bool | active = true |
Is the interaction pointer active? | |
float | timedClick |
Automatically initiates a click when the objectInFocus does not change for the set amount of seconds. | |
GameObject | focusPointObj |
The GameObject which represents the focus point of the Interaction Pointer when it is active. | |
GameObject | objectInFocus |
The object to which the Interaction Pointer is pointing at. | |
float | focusDistance |
Distance to the objectInFocus. | |
RayType | rayType = RayType.Straight |
The ray mode for this interaction pointer. | |
float | maxDistance = 10 |
The maximum length of the curve in units(meters) | |
float | resolution = 0.2F |
The size of a segment in the curve. | |
float | speed = 3 |
The horizontal speed for a gravity curve. | |
float | radius = 0.1F |
The radius of the sphere in a SphereCast. | |
GameObjectEventHandlers | focusEvent |
Event based on the current focus. | |
Vector3EventList | focusPointEvent |
Event based on the current focus. | |
GameObjectEventHandlers | clickEvent |
Event based on the clicking status. | |
BoolEvent | activeEvent = new BoolEvent() |
Event based on the active status. | |
Protected Member Functions | |
override void | Awake () |
virtual InteractionModule | CreateInteractionModule () |
virtual EventSystem | CreateEventSystem () |
virtual void | Start () |
virtual void | Update () |
virtual void | UpdateStraight () |
virtual void | UpdateBezier () |
virtual Vector3[] | UpdateBezierCurve (Transform transform, float maxDistance, out Vector3 normal, out GameObject focusObject) |
Vector3 | GetPoint (float t, Transform transform) |
Vector3 | GetVelocity (float t, Transform transform) |
virtual void | UpdateGravity () |
virtual void | UpdateGravityCurve (Transform transform, float forwardSpeed, out Vector3 normal, out GameObject hitObject) |
virtual void | UpdateSpherecast () |
virtual void | UpdateFocus () |
void | UpdateFocusPoint () |
virtual void | OnDrawGizmosSelected () |
Static Protected Member Functions | |
static void | DebugLog (string s) |
Protected Attributes | |
HumanoidControl | humanoid |
bool | hasClicked = false |
InteractionModule | interactionModule |
int | interactionID |
InteractionModule.InteractionPointer | interactionPointer |
LineRenderer | lineRenderer |
The LineRender for this pointer when available. | |
float | focusTimeToTouch = 0 |
float | focusStart = 0 |
float | heightLimitAngle = 100f |
Vector3 | startPosition = Vector3.zero |
Vector3 | intermediatePosition |
Vector3 | endPosition |
GameObject | previousObjectInFocus |
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protectedvirtual |
Reimplemented from Passer.InteractionPointer.
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static |
Adds a default Teleporter to the transform.
parentTransform | The transform to which the Teleporter will be added |
pointerType | The interaction pointer type for the Teleporter |
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virtual |
Change the click status on the objectInFocus.
clicking | Indicates if the button is down |
Reimplemented from Passer.InteractionPointer.
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inherited |
Spawns a prefab as a child of the objectInFocus.
prefab | The prefab to spawn |
The spawn position and rotation will match the focusPoint transform. When the objectInFocus is null, the prefab will be spawned as a root transform.
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inherited |
Click on the objectInFocus.
This function will do a full click: a button down followed by a button up.
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virtualinherited |
Change the active status of the InteractionPointer.
_active | Indicates if the InteractionPointer is active |
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inherited |
Is the interaction pointer active?
When an interaction pointer is active, it will actively point to objects. The objectInFocus will be updated based on the pointer. When a focusPointObj is set, this object will be set active. When a Line Renderer is set, the line renderer will be updated according to the properties of the pointer.
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inherited |
Automatically initiates a click when the objectInFocus does not change for the set amount of seconds.
The value 0 disables this function.
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inherited |
The GameObject which represents the focus point of the Interaction Pointer when it is active.
If this is set and the pointer is active, the object will be objected based on the pointer's properties This GameObject will be disabled when the pointer is not active.
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inherited |
The object to which the Interaction Pointer is pointing at.
This is updated at runtime while the pointer is active. The value is null when the pointer is not reaching any object.
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inherited |
Distance to the objectInFocus.
This is float.infintiy when no object is in focus
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inherited |
The maximum length of the curve in units(meters)
This value is used for Straight, SphereCast and Bezier RayTypes
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inherited |
The size of a segment in the curve.
Lower values will give a smoother curve, but requires more performance This value is used for Bezier and Gravity RayTypes
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inherited |
The horizontal speed for a gravity curve.
A higher speed will reach further positions.
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inherited |
Event based on the current focus.
This event is generated from the objectInFocus. It has the objectInFocus as parameter. It can be used to execute functions when the focus changes between objects.
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inherited |
Event based on the current focus.
This event is generated from the objectInFocus. It has the objectInFocus as parameter. It can be used to execute functions when the focus changes between objects.
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inherited |
Event based on the clicking status.
This event is generated from the clicking boolean. It has the objectInFocus as parameter. It can be used to exectue functions when the user has clicked on an object.
Event based on the active status.
This event is genereated from the active boolean Is has the active boolean as parameter. It can be used to execute functions when the interaction pointer is activated.