/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System; using System.Collections; using System.Collections.Generic; using System.Runtime.InteropServices; using System.Text; using UnityEngine; using UnityEngine.UI; using Quaternion = UnityEngine.Quaternion; using Vector3 = UnityEngine.Vector3; using System.Linq; using UnityEngine.EventSystems; using UnityEngine.Serialization; /// /// Simple script for running the MultimodalHandsAndControllers Sample /// [DisallowMultipleComponent] public class OVRMultimodalHandsAndControllersSample : MonoBehaviour { [SerializeField] private Button enableButton; [SerializeField] private Button disableButton; [SerializeField] public Text displayText; // Unity event functions void Awake() { } void OnDestroy() { } void OnEnable() { } void OnDisable() { } private void Update() { displayText.text = OVRInput.GetActiveController().ToString(); } public void EnableMultiModality() { OVRInput.EnableSimultaneousHandsAndControllers(); enableButton.interactable = false; disableButton.interactable = true; } public void DisableMultiModality() { OVRInput.DisableSimultaneousHandsAndControllers(); enableButton.interactable = true; disableButton.interactable = false; } }