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arun02139

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if (obj.state.source.handedness == InteractionSourceHandedness.Right)
{
_rHandIKTarget.position = controllerState.GripPosition;
var offset = controllerState.GripRotation;
offset = new Quaternion(0, 0, offset.z, 0);
_rHandIKTarget.rotation = controllerState.GripRotation * offset;
}
using UnityEngine;
using PlusOne.SDK;
using PlusOne.SDK.Input.Interaction;
using UnityEngine.XR.WSA.Input;
using System.Collections.Generic;
public class WinMRIKSetup : MonoBehaviour
{
public Transform dummyRoot = null;
public bool HeadIKOn = false;
using UnityEngine;
using UnityEngine.UI;
// http://catlikecoding.com/unity/tutorials/frames-per-second/ (LINK)
public class FPSUI : UIBase
{
static string[] stringsFrom00To99 = {
"00", "01", "02", "03", "04", "05", "06", "07", "08", "09",
"10", "11", "12", "13", "14", "15", "16", "17", "18", "19",
"20", "21", "22", "23", "24", "25", "26", "27", "28", "29",
@arun02139
arun02139 / HandController.cs
Created August 7, 2017 10:46
Failing to load simple Asset Bundle on Android
// NOTE: the oculus-gear-specific parts of this script were copied and modified
// from OVRGearVrController.cs (Oculus Utilities for Unity 5 v1.1.5)
using UnityEngine;
using UnityEngine.Assertions;
using System.Collections;
using System.IO;
using PlusOne.SDK.Shared;
using HoloToolkit.Unity; // TODO: the gaze manager code should be in our shared namespace..
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine.Networking;
using UnityEngine.Events;
using UnityEngine.Assertions;
using Random = UnityEngine.Random;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Assertions;
using UnityEngine.Networking;
using System.Collections;
using System.Collections.Generic;
using Prototype.NetworkLobby;
public class Player : NetworkBehaviour//, IPlayer
{
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Assertions;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Networking;
using Prototype.NetworkLobby;
using System;
public enum BattleSMState { None=0, BattleSceneLoading, PreBattle, InBattle, PostBattle }
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Assertions;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Networking;
using Prototype.NetworkLobby;
using System;
public enum BattleSMState { None=0, BattleSceneLoading, PreBattle, InBattle, PostBattle }
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine.Networking;
using UnityEngine.Networking.Types;
using UnityEngine.Networking.Match;
using System.Collections;
namespace Prototype.NetworkLobby
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine.Networking;
using UnityEngine.Networking.Types;
using UnityEngine.Networking.Match;
using System.Collections;
namespace Prototype.NetworkLobby