10using System.Collections;
15 private Vector3 startingPalmPosition;
16 private Quaternion startingOrientation;
17 private Transform palm;
20 protected override void Awake() {
22 palm = GetComponent<HandModel>().palm;
23 startingPalmPosition = palm.localPosition;
24 startingOrientation = palm.localRotation;
28 StartCoroutine(LerpToStart());
34 private IEnumerator LerpToStart() {
35 Vector3 droppedPosition = palm.localPosition;
36 Quaternion droppedOrientation = palm.localRotation;
37 float duration = .25f;
38 float startTime = Time.time;
39 float endTime = startTime + duration;
41 while (Time.time <= endTime) {
42 float t = (Time.time - startTime) / duration;
43 palm.localPosition = Vector3.Lerp(droppedPosition, startingPalmPosition, t);
44 palm.localRotation = Quaternion.Lerp(droppedOrientation, startingOrientation, t);
override void HandReset()
override void HandFinish()
A component to be attached to a HandModelBase to handle starting and ending of tracking....