9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
174 lines
5.5 KiB
C#
174 lines
5.5 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.EnhancedTouch;
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using UnityEngine.UI;
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using Gyroscope = UnityEngine.InputSystem.Gyroscope;
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using Touch = UnityEngine.InputSystem.EnhancedTouch.Touch;
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public class UnityRemoteTestScript : MonoBehaviour
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{
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public Camera camera;
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public Text accelerometerInputText;
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public Text touchInputText;
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public Text gyroInputText;
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// We rotate this cube based on gyro input. Also, we sync its position on screen
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// the position of the primary touch.
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public Transform rotatingCube;
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private Vector3 m_Rotation;
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private float m_CubeOffsetFromCanvas;
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private Vector3 m_CubeStartingPosition;
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public void ResetCube()
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{
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rotatingCube.SetPositionAndRotation(m_CubeStartingPosition, default);
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}
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private void OnEnable()
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{
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m_CubeOffsetFromCanvas = rotatingCube.position.z - transform.position.z;
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m_CubeStartingPosition = rotatingCube.position;
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EnhancedTouchSupport.Enable();
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}
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private void OnDisable()
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{
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EnhancedTouchSupport.Disable();
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}
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private void Update()
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{
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UpdateTouch();
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UpdateAccelerometer();
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UpdateGyro();
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}
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private void UpdateTouch()
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{
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var touchscreen = GetRemoteDevice<Touchscreen>();
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if (touchscreen == null)
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{
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touchInputText.text = "No remote touchscreen found.";
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return;
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}
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// Dump active touches.
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string activeTouches = null;
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foreach (var touch in Touch.activeTouches)
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{
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// Skip any touch not from our remote touchscreen.
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if (touch.screen != touchscreen)
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continue;
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if (activeTouches == null)
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activeTouches = "Active Touches:\n";
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activeTouches += $"\nid={touch.touchId} phase={touch.phase} position={touch.screenPosition} pressure={touch.pressure}\n";
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}
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if (activeTouches == null)
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activeTouches = "No active touches.";
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touchInputText.text = activeTouches;
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// Find world-space position of current primary touch (if any).
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if (touchscreen.primaryTouch.isInProgress)
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{
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var touchPosition = touchscreen.primaryTouch.position.ReadValue();
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var worldSpacePosition =
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camera.ScreenToWorldPoint(new Vector3(touchPosition.x, touchPosition.y, transform.position.z + m_CubeOffsetFromCanvas));
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rotatingCube.position = worldSpacePosition;
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}
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}
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private void UpdateAccelerometer()
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{
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var accelerometer = GetRemoteDevice<Accelerometer>();
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if (accelerometer == null)
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{
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accelerometerInputText.text = "No remote accelerometer found.";
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return;
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}
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var value = accelerometer.acceleration.ReadValue();
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accelerometerInputText.text = $"Accelerometer: x={value.x} y={value.y} z={value.z}";
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}
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private void UpdateGyro()
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{
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var gyro = GetRemoteDevice<Gyroscope>();
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var attitude = GetRemoteDevice<AttitudeSensor>();
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var gravity = GetRemoteDevice<GravitySensor>();
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var acceleration = GetRemoteDevice<LinearAccelerationSensor>();
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// Enable gyro from remote, if needed.
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EnableDeviceIfNeeded(gyro);
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EnableDeviceIfNeeded(attitude);
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EnableDeviceIfNeeded(gravity);
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EnableDeviceIfNeeded(acceleration);
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string text;
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if (gyro == null && attitude == null && gravity == null && acceleration == null)
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{
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text = "No remote gyro found.";
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}
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else
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{
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string gyroText = null;
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string attitudeText = null;
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string gravityText = null;
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string accelerationText = null;
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if (gyro != null)
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{
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var rotation = gyro.angularVelocity.ReadValue();
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gyroText = $"Rotation: x={rotation.x} y={rotation.y} z={rotation.z}";
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// Update rotation of cube.
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m_Rotation += rotation;
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rotatingCube.localEulerAngles = m_Rotation;
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}
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if (attitude != null)
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{
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var attitudeValue = attitude.attitude.ReadValue();
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attitudeText = $"Attitude: x={attitudeValue.x} y={attitudeValue.y} z={attitudeValue.z} w={attitudeValue.w}";
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}
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if (gravity != null)
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{
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var gravityValue = gravity.gravity.ReadValue();
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gravityText = $"Gravity: x={gravityValue.x} y={gravityValue.y} z={gravityValue.z}";
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}
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if (acceleration != null)
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{
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var accelerationValue = acceleration.acceleration.ReadValue();
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accelerationText = $"Acceleration: x={accelerationValue.x} y={accelerationValue.y} z={accelerationValue.z}";
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}
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text = string.Join("\n", gyroText, attitudeText, gravityText, accelerationText);
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}
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gyroInputText.text = text;
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}
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private static void EnableDeviceIfNeeded(InputDevice device)
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{
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if (device != null && !device.enabled)
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InputSystem.EnableDevice(device);
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}
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// Make sure we're not thrown off track by locally having sensors on the device. Instead
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// explicitly grab the remote ones.
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private static TDevice GetRemoteDevice<TDevice>()
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where TDevice : InputDevice
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{
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foreach (var device in InputSystem.devices)
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if (device.remote && device is TDevice deviceOfType)
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return deviceOfType;
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return default;
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}
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}
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