VR Development Test by using Keyboard Script


#if !(!UNITY_EDITOR_WIN ||!UNITY_STANDALONE_WIN ||(UNITY_ANDROID && !UNITY_EDITOR))
#define VRHEADSET_UNSUPPORTED_PLATFORM
#endifusing System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Normal.Realtime;
 
public class ControllerSwitcher : MonoBehaviour
{
    public GameObject keyboardController;
    public Transform keyboardHead;
    public GameObject XROrigin;
    public Transform XRHead;
    public Transform XRLeftHand;
    public Transform XRRightHand;
    public Transform realtime;
 
    private RealtimeAvatarManager realtimeAvatarManager;
 
    void Start()
    {
        
        realtimeAvatarManager = realtime.GetComponent<RealtimeAvatarManager>();
        realtimeAvatarManager.avatarCreated += OnAvatarCreated;
 
#if VRHEADSET_UNSUPPORTED_PLATFORM
        XROrigin.SetActive(false);
        keyboardController.SetActive(true);
#else    XROrigin.SetActive(true);
#endif
    }
 
    void Update()
    {
    }
 
    public void OnAvatarCreated(RealtimeAvatarManager avatarManager, RealtimeAvatar avatar, bool isLocalAvatar)
    {
        if (!isLocalAvatar) return;
 
#if VRHEADSET_UNSUPPORTED_PLATFORM
        avatar.localPlayer.head = keyboardHead;
#else    avatar.localPlayer.root = XROrigin.transform;
    avatar.localPlayer.head = XRHead;
    avatar.localPlayer.leftHand = XRLeftHand;
    avatar.localPlayer.rightHand = XRRightHand;
#endif
    }
}




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