From cb02e2f1982d2be73a528c15b9c3bd9c50c54752 Mon Sep 17 00:00:00 2001 From: Gian Luca <167623252+Gianny277@users.noreply.github.com> Date: Thu, 10 Oct 2024 13:59:31 +0200 Subject: [PATCH] Update meta_interactions.md --- .../docs/getting_started/meta_interactions.md | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) diff --git a/Documentation/docs/getting_started/meta_interactions.md b/Documentation/docs/getting_started/meta_interactions.md index 4c329d5..c37d770 100644 --- a/Documentation/docs/getting_started/meta_interactions.md +++ b/Documentation/docs/getting_started/meta_interactions.md @@ -44,6 +44,23 @@ It may be necessary to adjust the Y-axis of HotspotVoidFloor to ensure the floor Alternatively, for more complex environments, you can use the "Add Teleport Quick Action" from the Oculus SDK. You can also bake a NavMesh and add a teleport interactable to it. However, this is not recommended. +## Scirpts +###FireworkSpawn.cs +Added the Firework Spawn script that takes Spawn Object, Spawn Point, Height Offset, Upward Force. +It spawns an object with upward force (firework) when interacted with via a RayInteractor (Hand and Controller). + + +###Metamovement.cs +Component script in OVRCameraRig to make sure that the left Oculus-joystick of the Player ensures forward/backward/left/right movement even if head is turned. + +###TeleportOnTrigger.cs +Added logic from previous, changed the way it teleports a player on entry. Updated teleport spots to stop teleportation from occuring in the ground. + + +###PraktikumScenario01_RoleManager.cs +Changed varaibles to fit new camera setup. Tweaked logic to ensure it handles the player correctly. + + ### References