Adding a New Interactable Object
Let's add a new type of interactable object that we can grab, hold, and throw (it will be inherited from the VRBaseInteractable component) with an additional feature: some visual effect (for example, smoke) will appear when we grab the object and, it will disappear when we release the object. In addition, it will display certain text in the console if the corresponding option is enabled.
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Create a new VRObjectVFX component and add the following code to it:
using System; using System.Collections; using System.Collections.Generic; using Unigine; [Component(PropertyGuid = "AUTOGEN_GUID")] // <-- an identifier is generated automatically for the component public class VRObjectVFX : VRBaseInteractable { // an asset with an effect that occurs when the object is grabbed public AssetLinkNode vfx_node = null; private Node vfx = null; private Unigine.Object obj = null; // this method is called for the interactable object each frame private void Update() { // update transformation of the effect if the object is grabbed if(CurrentState == VRBaseInteractable.INTERACTABLE_STATE.GRABBED) vfx.WorldTransform = node.WorldTransform; } // this overridden method is called after component initialization // (you can implement checks here) protected override void OnReady() { // check if the asset with the visual effect is specified if (vfx_node == null) { Log.Error($"{nameof(VRObjectVFX)} error: 'vfx_node' is not assigned.\n"); Enabled = false; return; } else { vfx = vfx_node.Load(); vfx.Enabled = false; } } // this overridden method is called when grabbing the interactable object public override void OnGrabBegin(VRBaseInteraction interaction, VRBaseController controller) { // show the effect vfx.Enabled = true; // set the current object state to GRABBED CurrentState = VRBaseInteractable.INTERACTABLE_STATE.GRABBED; } // this overridden method is called when releasing the interactable object public override void OnGrabEnd(VRBaseInteraction interaction, VRBaseController controller) { // hide the effect vfx.Enabled = false; // set the current object state to NOT_INTERACT CurrentState = VRBaseInteractable.INTERACTABLE_STATE.NOT_INTERACT; } }
- Assign the VRObjectVFX.cs component to the cylinder node (the child of the kinematic_movable dummy node).
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Drag the vr/particles/smoke.node asset to the Vfx Node field. This node stores the particle system representing the smoke effect. It is available in the vr/particles folder of the UNIGINE Starter Course Projects add-on.
- Save changes (Ctrl+S) and press the Play button to run the application.
Now, if you grab and hold the cylinder, it will emit smoke: