Reputation: 306
I am Trying to make a GUI for HTC VIVE but having trouble in opening it on certain controller angle.
I have done some work and achieved a bit sketchy one because my object is a child which make it hard for me to track its rotation or position, as i wanted it to open only when controller is at certain angle (as a guy looking at his watch)
Here is some visual Example:
This is my controller rotation without GUI:
As i rotate the controller the GUI should show something like this:
Here is some code I have managed
void RayCastFromHead() // is just a name for Method i am raycasting from a dummy which contains left Grip button
{
if (Physics.Raycast(dummy.position, dummy.up, out hitInfo, 30))
{
transform.rotation.ToAngleAxis(out tempAngle, out tempAxis);
if (hitInfo.collider.name.Contains("Camera (eye)"))
{
if (dummy.gameObject.GetComponent<MeshRenderer>().enabled)
{
if ((transform.localEulerAngles.z > 270.0f && transform.localEulerAngles.z < 315.0f)&&
(transform.position.y > 0.9f && transform.position.y < 2f))
{
staticRotaion = transform.localRotation;
canvasOnHead.GetComponent<TweenScale>().PlayForward();
}
}
}
}
}
I do not know that it is a right method to do this kind of task? In Simple manner i want to show GUI on certain controller rotation.
This is My hierarchy what i am talking about
This is the same i wanna do with my GUI it should open when my hand angle is something like this image
Upvotes: 4
Views: 523
Reputation: 17145
There is a simple solution to handle UI rotation.
I suppose you have a canvas for your GUI. This canvas can be child of any object. If you add the canvas (root of this menu) as a child of the left hand it should move and rotate with the left hand.
Note that the render mode of the canvas must be World Space
.
This is the parent (left hand):
set the values of canvas's rect transform correctly (most important part is pos.z, I changed the scale of the canvas instead of changing the z. I could change width and height of canvas but it would have adverse effects)
it will behave as you described when rotating the parent object (left hand):
Add this script to your camera
public class LookAtWatchController : MonoBehaviour
{
public GameObject menuGUI;
public GameObject hand;
void Update(){
if(transform.eulerAngles.x > 10)
{
menuGUI.transform.eulerAngles = new Vector3(transform.eulerAngles.x, 0, 0);
menuGUI.SetActive(true);
menuGUI.transform.position = hand.transform.position;
}
else{
menuGUI.SetActive(false);
}
}
}
assign the gui menu to menuGUI
assign the left hand to hand
you can also include the rotation elements of the hand in the menuGUI rotation:
menuGUI.transform.eulerAngles = new Vector3(transform.eulerAngles.x, hand.transform.eulerAngles.y, hand.transform.eulerAngles.z);
I haven't tested this yet but menuGUI.transform.eulerAngles = new Vector3(transform.eulerAngles.x, 0, 0);
should also work fine.
As you see below the rotation.eulerAngles.x of camera and canvas are the same when canvas is seen right in front of camera
Upvotes: 2