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@thestonefox
Last active March 13, 2017 11:49
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A Unity3d 5.3 script to add SteamVR functionality such as object interaction/grabbing/throwing, laser pointer and teleport movement with blink (Requires Unity SteamVR plugin)
//=============================================================================
//
// Purpose: Add player ability on SteamVR CameraRig to:
//
// * Trackpad press down: project laser pointer from Touch Controller
// * Trackpad release: teleport player with blink to laser point destination
// * Trigger click: grab any object that has a custom "Grabbable" tag applied
// * Trigger release: release the current grabbed object with relative force
// * Application Menu: reset the position of last grabbed object to controller
//
// Tutorial on usage at: https://youtu.be/6uYaK_T46z0
//
//=============================================================================
using UnityEngine;
using System.Collections;
public class SteamVR_FirstPersonController : MonoBehaviour
{
public enum AxisType
{
XAxis,
ZAxis
}
public Color pointerColor;
public float pointerThickness = 0.002f;
public AxisType pointerFacingAxis = AxisType.ZAxis;
public float pointerLength = 100f;
public bool showPointerTip = true;
public bool teleportWithPointer = true;
public float blinkTransitionSpeed = 0.6f;
public bool highlightGrabbableObject = true;
public Color grabObjectHightlightColor;
private SteamVR_TrackedObject trackedController;
private SteamVR_Controller.Device device;
private GameObject pointerHolder;
private GameObject pointer;
private GameObject pointerTip;
private Vector3 pointerTipScale = new Vector3(0.05f, 0.05f, 0.05f);
private float pointerContactDistance = 0f;
private Transform pointerContactTarget = null;
private Rigidbody controllerAttachPoint;
private FixedJoint controllerAttachJoint;
private GameObject canGrabObject;
private Color[] canGrabObjectOriginalColors;
private GameObject previousGrabbedObject;
private Transform HeadsetCameraRig;
private float HeadsetCameraRigInitialYPosition;
private Vector3 TeleportLocation;
void Awake()
{
trackedController = GetComponent<SteamVR_TrackedObject>();
}
void Start()
{
InitController();
InitPointer();
InitHeadsetReferencePoint();
}
void InitController()
{
controllerAttachPoint = transform.GetChild(0).Find("tip").GetChild(0).GetComponent<Rigidbody>();
BoxCollider collider = this.gameObject.AddComponent<BoxCollider>();
collider.size = new Vector3(0.1f, 0.1f, 0.2f);
collider.isTrigger = true;
}
void InitPointer()
{
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", pointerColor);
pointerHolder = new GameObject();
pointerHolder.transform.parent = this.transform;
pointerHolder.transform.localPosition = Vector3.zero;
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = pointerHolder.transform;
pointer.GetComponent<MeshRenderer>().material = newMaterial;
pointer.GetComponent<BoxCollider>().isTrigger = true;
pointer.AddComponent<Rigidbody>().isKinematic = true;
pointer.layer = 2;
pointerTip = GameObject.CreatePrimitive(PrimitiveType.Sphere);
pointerTip.transform.parent = pointerHolder.transform;
pointerTip.GetComponent<MeshRenderer>().material = newMaterial;
pointerTip.transform.localScale = pointerTipScale;
pointerTip.GetComponent<SphereCollider>().isTrigger = true;
pointerTip.AddComponent<Rigidbody>().isKinematic = true;
pointerTip.layer = 2;
SetPointerTransform(pointerLength, pointerThickness);
TogglePointer(false);
}
void InitHeadsetReferencePoint()
{
Transform eyeCamera = GameObject.FindObjectOfType<SteamVR_Camera>().GetComponent<Transform>();
// The referece point for the camera is two levels up from the SteamVR_Camera
HeadsetCameraRig = eyeCamera.parent.parent;
HeadsetCameraRigInitialYPosition = HeadsetCameraRig.transform.position.y;
}
void SetPointerTransform(float setLength, float setThicknes)
{
//if the additional decimal isn't added then the beam position glitches
float beamPosition = setLength / (2 + 0.00001f);
if (pointerFacingAxis == AxisType.XAxis)
{
pointer.transform.localScale = new Vector3(setLength, setThicknes, setThicknes);
pointer.transform.localPosition = new Vector3(beamPosition, 0f, 0f);
pointerTip.transform.localPosition = new Vector3(setLength - (pointerTip.transform.localScale.x / 2), 0f, 0f);
}
else
{
pointer.transform.localScale = new Vector3(setThicknes, setThicknes, setLength);
pointer.transform.localPosition = new Vector3(0f, 0f, beamPosition);
pointerTip.transform.localPosition = new Vector3(0f, 0f, setLength - (pointerTip.transform.localScale.z / 2));
}
TeleportLocation = pointerTip.transform.position;
}
float GetPointerBeamLength(bool hasRayHit, RaycastHit collidedWith)
{
float actualLength = pointerLength;
//reset if beam not hitting or hitting new target
if (!hasRayHit || (pointerContactTarget && pointerContactTarget != collidedWith.transform))
{
pointerContactDistance = 0f;
pointerContactTarget = null;
}
//check if beam has hit a new target
if (hasRayHit)
{
if (collidedWith.distance <= 0)
{
}
pointerContactDistance = collidedWith.distance;
pointerContactTarget = collidedWith.transform;
}
//adjust beam length if something is blocking it
if (hasRayHit && pointerContactDistance < pointerLength)
{
actualLength = pointerContactDistance;
}
return actualLength; ;
}
void TogglePointer(bool state)
{
pointer.gameObject.SetActive(state);
bool tipState = (showPointerTip ? state : false);
pointerTip.gameObject.SetActive(tipState);
}
void Teleport()
{
SteamVR_Fade.Start(Color.black, 0);
SteamVR_Fade.Start(Color.clear, blinkTransitionSpeed);
HeadsetCameraRig.position = new Vector3(TeleportLocation.x, HeadsetCameraRigInitialYPosition, TeleportLocation.z);
}
void UpdatePointer()
{
if (device.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad))
{
TogglePointer(true);
}
if (device.GetPressUp(SteamVR_Controller.ButtonMask.Touchpad))
{
if (pointerContactTarget != null && teleportWithPointer)
{
Teleport();
}
TogglePointer(false);
}
if (pointer.gameObject.activeSelf)
{
Ray pointerRaycast = new Ray(transform.position, transform.forward);
RaycastHit pointerCollidedWith;
bool rayHit = Physics.Raycast(pointerRaycast, out pointerCollidedWith);
float pointerBeamLength = GetPointerBeamLength(rayHit, pointerCollidedWith);
SetPointerTransform(pointerBeamLength, pointerThickness);
}
}
void SnapCanGrabObjectToController(GameObject obj)
{
obj.transform.position = controllerAttachPoint.transform.position;
controllerAttachJoint = obj.AddComponent<FixedJoint>();
controllerAttachJoint.connectedBody = controllerAttachPoint;
ToggleGrabbableObjectHighlight(false);
}
Rigidbody ReleaseGrabbedObjectFromController()
{
var jointGameObject = controllerAttachJoint.gameObject;
var rigidbody = jointGameObject.GetComponent<Rigidbody>();
Object.DestroyImmediate(controllerAttachJoint);
controllerAttachJoint = null;
return rigidbody;
}
void ThrowReleasedObject(Rigidbody rb)
{
var origin = trackedController.origin ? trackedController.origin : trackedController.transform.parent;
if (origin != null)
{
rb.velocity = origin.TransformVector(device.velocity);
rb.angularVelocity = origin.TransformVector(device.angularVelocity);
}
else
{
rb.velocity = device.velocity;
rb.angularVelocity = device.angularVelocity;
}
rb.maxAngularVelocity = rb.angularVelocity.magnitude;
}
void RecallPreviousGrabbedObject()
{
if (previousGrabbedObject != null && device.GetTouchDown(SteamVR_Controller.ButtonMask.ApplicationMenu))
{
previousGrabbedObject.transform.position = controllerAttachPoint.transform.position;
previousGrabbedObject.transform.rotation = controllerAttachPoint.transform.rotation;
var rb = previousGrabbedObject.GetComponent<Rigidbody>();
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.maxAngularVelocity = 0f;
}
}
void UpdateGrabbableObjects()
{
if (canGrabObject != null)
{
if (controllerAttachJoint == null && device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger))
{
previousGrabbedObject = canGrabObject;
SnapCanGrabObjectToController(canGrabObject);
}
else if (controllerAttachJoint != null && device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger))
{
Rigidbody releasedObjectRigidBody = ReleaseGrabbedObjectFromController();
ThrowReleasedObject(releasedObjectRigidBody);
}
}
}
Renderer[] GetObjectRendererArray(GameObject obj)
{
return (obj.GetComponents<Renderer>().Length > 0 ? obj.GetComponents<Renderer>() : obj.GetComponentsInChildren<Renderer>());
}
Color[] BuildObjectColorArray(GameObject obj, Color defaultColor)
{
Renderer[] rendererArray = GetObjectRendererArray(obj);
int length = rendererArray.Length;
Color[] colors = new Color[length];
for (int i = 0; i < length; i++)
{
colors[i] = defaultColor;
}
return colors;
}
Color[] StoreObjectOriginalColors(GameObject obj)
{
Renderer[] rendererArray = GetObjectRendererArray(obj);
int length = rendererArray.Length;
Color[] colors = new Color[length];
for (int i = 0; i < length; i++)
{
var renderer = rendererArray[i];
colors[i] = renderer.material.color;
}
return colors;
}
void ChangeObjectColor(GameObject obj, Color[] colors)
{
Renderer[] rendererArray = GetObjectRendererArray(obj);
int i = 0;
foreach (Renderer renderer in rendererArray)
{
renderer.material.color = colors[i];
i++;
}
}
void ToggleGrabbableObjectHighlight(bool highlightObject)
{
if (highlightGrabbableObject && canGrabObject != null)
{
if (highlightObject)
{
var colorArray = BuildObjectColorArray(canGrabObject, grabObjectHightlightColor);
ChangeObjectColor(canGrabObject, colorArray);
}
else
{
ChangeObjectColor(canGrabObject, canGrabObjectOriginalColors);
}
}
}
void FixedUpdate()
{
device = SteamVR_Controller.Input((int)trackedController.index);
RecallPreviousGrabbedObject();
UpdateGrabbableObjects();
}
void Update()
{
UpdatePointer();
}
void OnTriggerEnter(Collider collider)
{
if (collider.tag == "Grabbable")
{
if (canGrabObject == null)
{
canGrabObjectOriginalColors = StoreObjectOriginalColors(collider.gameObject);
}
canGrabObject = collider.gameObject;
ToggleGrabbableObjectHighlight(true);
}
}
void OnTriggerExit(Collider collider)
{
if (collider.tag == "Grabbable")
{
ToggleGrabbableObjectHighlight(false);
canGrabObject = null;
}
}
}
@FunnyQuackers
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Thank you.

@jeffchenzc
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jeffchenzc commented Mar 13, 2017

pointer is causing null exception. I was trying to debug your script but I cant understand why pointer.gameObject.selfActive would cause null exception while you have initialized it in start(). Is it my unity issue or the script's problem? I have one more script using the same kind of logic but can run without any problem. Quite baffling.

Edit:
Got it fixed. It is caused by several exceptions, due to different hierarchy setup, before this which are shown in the log.

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