/// OSVR-Unity Connection /// /// http://sensics.com/osvr /// /// /// Copyright 2014 Sensics, Inc. /// /// Licensed under the Apache License, Version 2.0 (the "License"); /// you may not use this file except in compliance with the License. /// You may obtain a copy of the License at /// /// http://www.apache.org/licenses/LICENSE-2.0 /// /// Unless required by applicable law or agreed to in writing, software /// distributed under the License is distributed on an "AS IS" BASIS, /// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. /// See the License for the specific language governing permissions and /// limitations under the License. /// using UnityEngine; using System.Collections; /// /// Note that this derives from the OSVR.Unity.RequiresButtonInterface, and so unlike the code in HandleButtonPress.cs, /// no class attributes are required to enforce the presence of an ButtonInterface component, nor is any /// GetComponent usage required to get to the ButtonInterface. We can just rely on it being there and use /// the inherited properties to access it concisely. Thus, this is the preferred technique for handling callbacks. /// public class SampleButton : OSVR.Unity.RequiresButtonInterface { void Start() { this.Interface.StateChanged += handleButton; } void handleButton(object sender, OSVR.ClientKit.TimeValue timestamp, int sensor, byte report) { Debug.Log("[OSVR-Unity-Samples] Got button: " + sensor.ToString() + " state is " + report); } }