2026-06-17 스타터킷,툰셰이더,오른손

This commit is contained in:
2026-06-17 10:51:49 +09:00
parent 48c3cfe9f1
commit 6ccae390f6
2067 changed files with 115278 additions and 697 deletions

View File

@@ -1,7 +1,12 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using XRInputDevice = UnityEngine.XR.InputDevice;
using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit.Interactors;
using InputDevice = UnityEngine.XR.InputDevice;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
namespace XR.Interaction.Toolkit.Samples
{
/// <summary>
/// Manages input fallback for <see cref="XRGazeInteractor"/> when eye tracking is not available.
@@ -33,7 +38,7 @@ public bool fallbackIfEyeTrackingUnavailable
protected void Awake()
{
// Check if we have eye tracking support
var inputDeviceList = new List<InputDevice>();
var inputDeviceList = new List<XRInputDevice>();
InputDevices.GetDevicesWithCharacteristics(InputDeviceCharacteristics.EyeTracking, inputDeviceList);
if (inputDeviceList.Count > 0)
{
@@ -42,7 +47,7 @@ protected void Awake()
return;
}
foreach (var device in InputSystem.InputSystem.devices)
foreach (var device in InputSystem.devices)
{
if (device.layout == k_EyeGazeLayoutName)
{
@@ -55,18 +60,18 @@ protected void Awake()
Debug.LogWarning($"Could not find a device that supports eye tracking on Awake. {this} has subscribed to device connected events and will activate the GameObject when an eye tracking device is connected.", this);
InputDevices.deviceConnected += OnDeviceConnected;
InputSystem.InputSystem.onDeviceChange += OnDeviceChange;
InputSystem.onDeviceChange += OnDeviceChange;
gameObject.SetActive(m_FallbackIfEyeTrackingUnavailable);
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDestroy()
{
InputDevices.deviceConnected -= OnDeviceConnected;
InputSystem.InputSystem.onDeviceChange -= OnDeviceChange;
InputSystem.onDeviceChange -= OnDeviceChange;
}
void OnDeviceConnected(InputDevice inputDevice)
@@ -79,7 +84,7 @@ void OnDeviceConnected(InputDevice inputDevice)
gameObject.SetActive(true);
}
void OnDeviceChange(InputSystem.InputDevice device, InputDeviceChange change)
void OnDeviceChange(UnityEngine.InputSystem.InputDevice device, InputDeviceChange change)
{
if (m_EyeTrackingDeviceFound || change != InputDeviceChange.Added)
return;