导入SteamVr插件,然后将Interactable脚本和Core脚本挂载到需要抓取的物体上即可

加载SteamVr插件

点击左上方的商店,进入商店页面

在商店页面的搜索框中搜索SteamVr,找到下图所示插件,点击下载导入即可

在导入SteamVr插件后,可能经常会有弹窗提醒,点击接受即可

交互脚本Interactable

Interactable脚本在导入的SteamVr插件中就有,路径如下图

代码

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: This object will get hover events and can be attached to the hands
//
//=============================================================================
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Collections.Generic;
namespace Valve.VR.InteractionSystem
{ 
//-------------------------------------------------------------------------
public class Interactable : MonoBehaviour
{ 
[Tooltip("Activates an action set on attach and deactivates on detach")]
public SteamVR_ActionSet activateActionSetOnAttach;
[Tooltip("Hide the whole hand on attachment and show on detach")]
public bool hideHandOnAttach = true;
[Tooltip("Hide the skeleton part of the hand on attachment and show on detach")]
public bool hideSkeletonOnAttach = false;
[Tooltip("Hide the controller part of the hand on attachment and show on detach")]
public bool hideControllerOnAttach = false;
[Tooltip("The integer in the animator to trigger on pickup. 0 for none")]
public int handAnimationOnPickup = 0;
[Tooltip("The range of motion to set on the skeleton. None for no change.")]
public SkeletalMotionRangeChange setRangeOfMotionOnPickup = SkeletalMotionRangeChange.None;
public delegate void OnAttachedToHandDelegate(Hand hand);
public delegate void OnDetachedFromHandDelegate(Hand hand);
public event OnAttachedToHandDelegate onAttachedToHand;
public event OnDetachedFromHandDelegate onDetachedFromHand;
[Tooltip("Specify whether you want to snap to the hand's object attachment point, or just the raw hand")]
public bool useHandObjectAttachmentPoint = true;
public bool attachEaseIn = false;
[HideInInspector]
public AnimationCurve snapAttachEaseInCurve = AnimationCurve.EaseInOut(0.0f, 0.0f, 1.0f, 1.0f);
public float snapAttachEaseInTime = 0.15f;
public bool snapAttachEaseInCompleted = false;
// [Tooltip("The skeleton pose to apply when grabbing. Can only set this or handFollowTransform.")]
[HideInInspector]
public SteamVR_Skeleton_Poser skeletonPoser;
[Tooltip("Should the rendered hand lock on to and follow the object")]
public bool handFollowTransform= true;
[Tooltip("Set whether or not you want this interactible to highlight when hovering over it")]
public bool highlightOnHover = true;
protected MeshRenderer[] highlightRenderers;
protected MeshRenderer[] existingRenderers;
protected GameObject highlightHolder;
protected SkinnedMeshRenderer[] highlightSkinnedRenderers;
protected SkinnedMeshRenderer[] existingSkinnedRenderers;
protected static Material highlightMat;
[Tooltip("An array of child gameObjects to not render a highlight for. Things like transparent parts, vfx, etc.")]
public GameObject[] hideHighlight;
[Tooltip("Higher is better")]
public int hoverPriority = 0;
[System.NonSerialized]
public Hand attachedToHand;
[System.NonSerialized]
public List<Hand> hoveringHands = new List<Hand>();
public Hand hoveringHand
{ 
get
{ 
if (hoveringHands.Count > 0)
return hoveringHands[0];
return null;
}
}
public bool isDestroying {  get; protected set; }
public bool isHovering {  get; protected set; }
public bool wasHovering {  get; protected set; }
private void Awake()
{ 
skeletonPoser = GetComponent<SteamVR_Skeleton_Poser>();
}
protected virtual void Start()
{ 
if (highlightMat == null)
#if UNITY_URP
highlightMat = (Material)Resources.Load("SteamVR_HoverHighlight_URP", typeof(Material));
#else
highlightMat = (Material)Resources.Load("SteamVR_HoverHighlight", typeof(Material));
#endif
if (highlightMat == null)
Debug.LogError("<b>[SteamVR Interaction]</b> Hover Highlight Material is missing. Please create a material named 'SteamVR_HoverHighlight' and place it in a Resources folder", this);
if (skeletonPoser != null)
{ 
if (useHandObjectAttachmentPoint)
{ 
//Debug.LogWarning("<b>[SteamVR Interaction]</b> SkeletonPose and useHandObjectAttachmentPoint both set at the same time. Ignoring useHandObjectAttachmentPoint.");
useHandObjectAttachmentPoint = false;
}
}
}
protected virtual bool ShouldIgnoreHighlight(Component component)
{ 
return ShouldIgnore(component.gameObject);
}
protected virtual bool ShouldIgnore(GameObject check)
{ 
for (int ignoreIndex = 0; ignoreIndex < hideHighlight.Length; ignoreIndex++)
{ 
if (check == hideHighlight[ignoreIndex])
return true;
}
return false;
}
protected virtual void CreateHighlightRenderers()
{ 
existingSkinnedRenderers = this.GetComponentsInChildren<SkinnedMeshRenderer>(true);
highlightHolder = new GameObject("Highlighter");
highlightSkinnedRenderers = new SkinnedMeshRenderer[existingSkinnedRenderers.Length];
for (int skinnedIndex = 0; skinnedIndex < existingSkinnedRenderers.Length; skinnedIndex++)
{ 
SkinnedMeshRenderer existingSkinned = existingSkinnedRenderers[skinnedIndex];
if (ShouldIgnoreHighlight(existingSkinned))
continue;
GameObject newSkinnedHolder = new GameObject("SkinnedHolder");
newSkinnedHolder.transform.parent = highlightHolder.transform;
SkinnedMeshRenderer newSkinned = newSkinnedHolder.AddComponent<SkinnedMeshRenderer>();
Material[] materials = new Material[existingSkinned.sharedMaterials.Length];
for (int materialIndex = 0; materialIndex < materials.Length; materialIndex++)
{ 
materials[materialIndex] = highlightMat;
}
newSkinned.sharedMaterials = materials;
newSkinned.sharedMesh = existingSkinned.sharedMesh;
newSkinned.rootBone = existingSkinned.rootBone;
newSkinned.updateWhenOffscreen = existingSkinned.updateWhenOffscreen;
newSkinned.bones = existingSkinned.bones;
highlightSkinnedRenderers[skinnedIndex] = newSkinned;
}
MeshFilter[] existingFilters = this.GetComponentsInChildren<MeshFilter>(true);
existingRenderers = new MeshRenderer[existingFilters.Length];
highlightRenderers = new MeshRenderer[existingFilters.Length];
for (int filterIndex = 0; filterIndex < existingFilters.Length; filterIndex++)
{ 
MeshFilter existingFilter = existingFilters[filterIndex];
MeshRenderer existingRenderer = existingFilter.GetComponent<MeshRenderer>();
if (existingFilter == null || existingRenderer == null || ShouldIgnoreHighlight(existingFilter))
continue;
GameObject newFilterHolder = new GameObject("FilterHolder");
newFilterHolder.transform.parent = highlightHolder.transform;
MeshFilter newFilter = newFilterHolder.AddComponent<MeshFilter>();
newFilter.sharedMesh = existingFilter.sharedMesh;
MeshRenderer newRenderer = newFilterHolder.AddComponent<MeshRenderer>();
Material[] materials = new Material[existingRenderer.sharedMaterials.Length];
for (int materialIndex = 0; materialIndex < materials.Length; materialIndex++)
{ 
materials[materialIndex] = highlightMat;
}
newRenderer.sharedMaterials = materials;
highlightRenderers[filterIndex] = newRenderer;
existingRenderers[filterIndex] = existingRenderer;
}
}
protected virtual void UpdateHighlightRenderers()
{ 
if (highlightHolder == null)
return;
for (int skinnedIndex = 0; skinnedIndex < existingSkinnedRenderers.Length; skinnedIndex++)
{ 
SkinnedMeshRenderer existingSkinned = existingSkinnedRenderers[skinnedIndex];
SkinnedMeshRenderer highlightSkinned = highlightSkinnedRenderers[skinnedIndex];
if (existingSkinned != null && highlightSkinned != null && attachedToHand == false)
{ 
highlightSkinned.transform.position = existingSkinned.transform.position;
highlightSkinned.transform.rotation = existingSkinned.transform.rotation;
highlightSkinned.transform.localScale = existingSkinned.transform.lossyScale;
highlightSkinned.localBounds = existingSkinned.localBounds;
highlightSkinned.enabled = isHovering && existingSkinned.enabled && existingSkinned.gameObject.activeInHierarchy;
int blendShapeCount = existingSkinned.sharedMesh.blendShapeCount;
for (int blendShapeIndex = 0; blendShapeIndex < blendShapeCount; blendShapeIndex++)
{ 
highlightSkinned.SetBlendShapeWeight(blendShapeIndex, existingSkinned.GetBlendShapeWeight(blendShapeIndex));
}
}
else if (highlightSkinned != null)
highlightSkinned.enabled = false;
}
for (int rendererIndex = 0; rendererIndex < highlightRenderers.Length; rendererIndex++)
{ 
MeshRenderer existingRenderer = existingRenderers[rendererIndex];
MeshRenderer highlightRenderer = highlightRenderers[rendererIndex];
if (existingRenderer != null && highlightRenderer != null && attachedToHand == false)
{ 
highlightRenderer.transform.position = existingRenderer.transform.position;
highlightRenderer.transform.rotation = existingRenderer.transform.rotation;
highlightRenderer.transform.localScale = existingRenderer.transform.lossyScale;
highlightRenderer.enabled = isHovering && existingRenderer.enabled && existingRenderer.gameObject.activeInHierarchy;
}
else if (highlightRenderer != null)
highlightRenderer.enabled = false;
}
}
/// <summary>
/// Called when a Hand starts hovering over this object
/// </summary>
protected virtual void OnHandHoverBegin(Hand hand)
{ 
wasHovering = isHovering;
isHovering = true;
hoveringHands.Add(hand);
if (highlightOnHover == true && wasHovering == false)
{ 
CreateHighlightRenderers();
UpdateHighlightRenderers();
}
}
/// <summary>
/// Called when a Hand stops hovering over this object
/// </summary>
protected virtual void OnHandHoverEnd(Hand hand)
{ 
wasHovering = isHovering;
hoveringHands.Remove(hand);
if (hoveringHands.Count == 0)
{ 
isHovering = false;
if (highlightOnHover && highlightHolder != null)
Destroy(highlightHolder);
}
}
protected virtual void Update()
{ 
if (highlightOnHover)
{ 
UpdateHighlightRenderers();
if (isHovering == false && highlightHolder != null)
Destroy(highlightHolder);
}
}
protected float blendToPoseTime = 0.1f;
protected float releasePoseBlendTime = 0.2f;
protected virtual void OnAttachedToHand(Hand hand)
{ 
if (activateActionSetOnAttach != null)
activateActionSetOnAttach.Activate(hand.handType);
if (onAttachedToHand != null)
{ 
onAttachedToHand.Invoke(hand);
}
if (skeletonPoser != null && hand.skeleton != null)
{ 
hand.skeleton.BlendToPoser(skeletonPoser, blendToPoseTime);
}
attachedToHand = hand;
}
protected virtual void OnDetachedFromHand(Hand hand)
{ 
if (activateActionSetOnAttach != null)
{ 
if (hand.otherHand == null || hand.otherHand.currentAttachedObjectInfo.HasValue == false ||
(hand.otherHand.currentAttachedObjectInfo.Value.interactable != null &&
hand.otherHand.currentAttachedObjectInfo.Value.interactable.activateActionSetOnAttach != this.activateActionSetOnAttach))
{ 
activateActionSetOnAttach.Deactivate(hand.handType);
}
}
if (onDetachedFromHand != null)
{ 
onDetachedFromHand.Invoke(hand);
}
if (skeletonPoser != null)
{ 
if (hand.skeleton != null)
hand.skeleton.BlendToSkeleton(releasePoseBlendTime);
}
attachedToHand = null;
}
protected virtual void OnDestroy()
{ 
isDestroying = true;
if (attachedToHand != null)
{ 
attachedToHand.DetachObject(this.gameObject, false);
attachedToHand.skeleton.BlendToSkeleton(0.1f);
}
if (highlightHolder != null)
Destroy(highlightHolder);
}
protected virtual void OnDisable()
{ 
isDestroying = true;
if (attachedToHand != null)
{ 
attachedToHand.ForceHoverUnlock();
}
if (highlightHolder != null)
Destroy(highlightHolder);
}
}
}

抓取脚本Core

代码

using UnityEngine;
using System.Collections;
using Valve.VR.InteractionSystem;
using System;
using Valve.VR;
//该脚本所必须的辅助脚本
[RequireComponent(typeof(Interactable))]
public class Core : MonoBehaviour
{ 
private Interactable interactable;
private Hand.AttachmentFlags attachmentFlags = Hand.defaultAttachmentFlags &
(~Hand.AttachmentFlags.SnapOnAttach) &
(~Hand.AttachmentFlags.DetachOthers) &
(~Hand.AttachmentFlags.VelocityMovement);
void Awake()
{ 
interactable = this.GetComponent<Interactable>();
//Sound初始化
//audioSource = GetComponent<AudioSource>();
//Soundplayer(audioSource, beginSound);
UI初始化
//textMesh = UI.GetComponentInChildren<TextMesh>();
//textMesh.fontSize = 240;
//textMesh.color = new Color32(248, 241, 22, 255);
//textMesh.text = beginText;
}
/// <summary>
/// 触碰但未抓取
/// </summary>
/// <param name="hand"></param>
private void OnHandHoverBegin(Hand hand)
{ 
//if (textMesh != null)
//{ 
// textMesh.color = new Color32(23, 219, 57, 255);
// textMesh.text = beginText;
//}
}
/// <summary>
/// 正在抓着物品
/// </summary>
/// <param name="hand"></param>
private void OnAttachedToHand(Hand hand)
{ 
//StudyFlag.studyFlag = true;//去除第一次碰撞检测
//Rigidbody rigidbodyOfAttachedObject = hand.currentAttachedObject.GetComponentInChildren<Rigidbody>();
Transform transformOfAttachedObject = hand.currentAttachedObject.GetComponentInChildren<Transform>();
//rigidbodyOfAttachedObject.drag = 10000;
//rigidbodyOfAttachedObject.angularDrag = 10000;
//foreach (var correctGameObject in correctGameObjects)
//{ 
// if (correctGameObject.tag == hand.currentAttachedObject.tag)
// { 
// Flag.operationCount++;
// Flag.correctCount++;
// Debug.Log(hand.currentAttachedObject.tag);
// switch (correctGameObject.tag)
// { 
// case "Apple":
// SupermarketFlag.selectedApple = true;
// Debug.Log("Apple");
// break;
// case "Orange":
// SupermarketFlag.selectedOrange = true;
// Debug.Log("Orange");
// break;
// case "Pear":
// SupermarketFlag.selectedPear = true;
// Debug.Log("Pear");
// break;
// }
// }
//}
//if (textMesh != null)
//{ 
// //textMesh.color = new Color32(23, 219, 57, 255);
// //textMesh.text = processText;
//}
//else
//{ 
// //Soundplayer(audioSource, alreadySettedSuccessfully);
// //Flag.operationCount++;
//}
}
/// <summary>
/// 放下物品
/// </summary>
/// <param name="hand"></param>
private void OnDetachedFromHand(Hand hand)
{ 
//Rigidbody rigidbodyOfAttachedObject = hand.currentAttachedObject.GetComponentInChildren<Rigidbody>();
Transform transformOfAttachedObject = hand.currentAttachedObject.GetComponentInChildren<Transform>();
//rigidbodyOfAttachedObject.drag = 1;
//rigidbodyOfAttachedObject.angularDrag = 1;
//if (textMesh != null)
//{ 
// textMesh.color = new Color32(0, 90, 71, 255);
// textMesh.text = endText;
// Flag.correctCount++;
// Flag.operationCount++;
// StartCoroutine(WaitAndPrint(0.3f));//两秒后执行WaitAndPrint()方法
//}
//else
//{ 
// if(textMesh != null)
// { 
// textMesh.color = new Color32(248, 241, 22, 255);
// textMesh.text = errorText;
// }
// Flag.operationCount++;
//}
}
/// <summary>
/// 放开手
/// </summary>
/// <param name="hand"></param>
private void HandAttachedUpdate(Hand hand)
{ 
}
//等待wait时间执行 
IEnumerator WaitAndPrint(float waitTime)
{ 
yield return new WaitForSeconds(waitTime);
//等待之后执行的动作 
//DestroyObject(textMesh);
}
/// <summary>
/// 音频播放
/// </summary>
/// <param name="audioSource"></param>
/// <param name="audioClip"></param>
public void Soundplayer(AudioSource audioSource, AudioClip audioClip)
{ 
//this.audioSource = audioSource;
//this.audioSource.clip = audioClip;
//this.audioSource.Play();
}
/// <summary>
/// 不能删除
/// </summary>
/// <param name="hand"></param>
private void HandHoverUpdate(Hand hand)
{ 
GrabTypes startingGrabType = hand.GetGrabStarting();
bool isGrabEnding = hand.IsGrabEnding(this.gameObject);
if (interactable.attachedToHand == null && startingGrabType != GrabTypes.None)
{ 
hand.HoverLock(interactable);
hand.AttachObject(gameObject, startingGrabType, attachmentFlags);
}
else if (isGrabEnding)
{ 
hand.DetachObject(gameObject);
hand.HoverUnlock(interactable);
}
}
}

本文地址:https://blog.csdn.net/y18771025420/article/details/109279070