handgun #1
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					    - serializedVersion: 3
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					      time: 1
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					      value: 0
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					      inSlope: 0
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					      outSlope: 0
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					      tangentMode: 0
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					      weightedMode: 0
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					    m_PreInfinity: 2
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					    m_PostInfinity: 2
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					    m_RotationOrder: 4
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					  panLevelCustomCurve:
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					    serializedVersion: 2
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					    m_Curve:
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					    - serializedVersion: 3
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					      time: 0
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					      outSlope: 0
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					      tangentMode: 0
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					      outWeight: 0.33333334
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					    m_PreInfinity: 2
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					    m_PostInfinity: 2
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					    m_RotationOrder: 4
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					  spreadCustomCurve:
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					    serializedVersion: 2
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					    m_Curve:
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					    - serializedVersion: 3
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					      time: 0
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					      value: 0
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					      outSlope: 0
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					    m_PostInfinity: 2
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					    m_RotationOrder: 4
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					  reverbZoneMixCustomCurve:
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					    serializedVersion: 2
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					    m_Curve:
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					      time: 0
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					      value: 1
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					    m_RotationOrder: 4
 | 
				
			||||||
--- !u!1660057539 &9223372036854775807
 | 
					--- !u!1660057539 &9223372036854775807
 | 
				
			||||||
SceneRoots:
 | 
					SceneRoots:
 | 
				
			||||||
  m_ObjectHideFlags: 0
 | 
					  m_ObjectHideFlags: 0
 | 
				
			||||||
 | 
				
			|||||||
@ -3,9 +3,7 @@ using System.Collections.Generic;
 | 
				
			|||||||
using UnityEngine;
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
public class iamagun : MonoBehaviour
 | 
					public class iamagun : MonoBehaviour
 | 
				
			||||||
 | 
					 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
 | 
					 | 
				
			||||||
    public SimpleShoot simpleShoot;
 | 
					    public SimpleShoot simpleShoot;
 | 
				
			||||||
    public OVRInput.Button shootButton;
 | 
					    public OVRInput.Button shootButton;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -13,14 +11,16 @@ public class iamagun : MonoBehaviour
 | 
				
			|||||||
    private AudioSource audio;
 | 
					    private AudioSource audio;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    private Vector3 offsetPosition;
 | 
					    private Vector3 offsetPosition;
 | 
				
			||||||
 | 
					    private Quaternion offsetRotation;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Start is called before the first frame update
 | 
					    // Start is called before the first frame update
 | 
				
			||||||
    void Start()
 | 
					    void Start()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        audio = GetComponent<AudioSource>();
 | 
					        audio = GetComponent<AudioSource>();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        // Pre-calculate the offset position based on the offset transform
 | 
					        // Pre-calculate the offset position and rotation based on the offset transform
 | 
				
			||||||
        offsetPosition = offset.position;
 | 
					        offsetPosition = offset.position;
 | 
				
			||||||
 | 
					        offsetRotation = offset.rotation;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Update is called once per frame
 | 
					    // Update is called once per frame
 | 
				
			||||||
@ -32,12 +32,13 @@ public class iamagun : MonoBehaviour
 | 
				
			|||||||
            Vector3 controllerLocalPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch);
 | 
					            Vector3 controllerLocalPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch);
 | 
				
			||||||
            Quaternion controllerLocalRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch);
 | 
					            Quaternion controllerLocalRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            // Apply the pre-calculated offset position to the local position
 | 
					            // Apply the pre-calculated offset position and rotation to the local position and rotation
 | 
				
			||||||
            Vector3 finalPosition = controllerLocalPosition + controllerLocalRotation * offsetPosition;
 | 
					            Vector3 finalPosition = controllerLocalPosition + controllerLocalRotation * offsetPosition;
 | 
				
			||||||
            transform.position = finalPosition;
 | 
					            Quaternion finalRotation = controllerLocalRotation * offsetRotation;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            // Set the cube's rotation to match the controller's rotation
 | 
					            // Set the gun's position and rotation
 | 
				
			||||||
            transform.rotation = controllerLocalRotation;
 | 
					            transform.position = finalPosition;
 | 
				
			||||||
 | 
					            transform.rotation = finalRotation;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if (OVRInput.GetDown(shootButton))
 | 
					        if (OVRInput.GetDown(shootButton))
 | 
				
			||||||
 | 
				
			|||||||
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		Reference in New Issue
	
	Block a user