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Modularization + HVR introduction #358
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…lat. Includes using Compiler flags for enabling HVR if installed.
…switch for climbing.
…al scene based on GVRContext setting.
Fixed ladder (adding climbable component to the object with mesh collider, also adding HVR Grabbable and setting grab type to physic poser as we don't have any static grab points) Fixed UiPointers (added HVRInputModule to player prefab and registered Ui pointers on start using new little script HVR_RegisterUiPointers, also each canvas needs to be added to HVRInputModule UICanvases, so each canvas needs HVR_RegisterUiCanvas script to be added to the input module on start) Added HVR grabbable to LabVobHandAttachPointsLabHandler so we can grab and play with all spawned objects all wrapped up in checks if GVR_HVR_INSTALLED tag and collision matrix changes are HVR defaults
… of simplicity and updated a few imports.
…rabbable component attachments to Adapter logic.
… scene loading.).
…he same time the event is fired, we now provide it as parameter instead using Find(). (find won't work same frame a GO is spawned)
…nager that handles all that
…roject/GothicVR into feature/modularization
…s from ZenKit. Ensuring Components will stay and can easily be changed inside prefab.
… update it later to proper lookup.
…m prefabs (MeshCollider etc.) rather than always creating them (twice).
…from core module.
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To test:
Then the game should load and place you. You can now start testing.
Known issues:
Helpful hints: