VR_圆盘划分

 SteamVR_Controller.Device device_left;
    SteamVR_TrackedObject trackobject_left;
    // Use this for initialization
    void Start () {
        trackobject_left = transform.GetComponent<SteamVR_TrackedObject>();
    }
    
    // Update is called once per frame
    void Update () {
        if (trackobject_left.isValid)
        {
            trackobject_left = transform.GetComponent<SteamVR_TrackedObject>();
        }
        device_left = SteamVR_Controller.Input((int)trackobject_left.index);

        Vector2 aaaa = device_left.GetAxis();
        
        //Vector2 aa = device_left.GetAxis(Valve.VR.EVRButtonId.k_EButton_Axis0);
        //Vector2 bb = device_left.GetAxis(Valve.VR.EVRButtonId.k_EButton_Axis1);
        //Vector2 cc = device_left.GetAxis(Valve.VR.EVRButtonId.k_EButton_Axis2);
        //Vector2 dd = device_left.GetAxis(Valve.VR.EVRButtonId.k_EButton_Axis3);
        //Vector2 ee = device_left.GetAxis(Valve.VR.EVRButtonId.k_EButton_Axis4);

        if (device_left.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad))
        {
            if (aaaa.x>0.5&&aaaa.y<0.5&& aaaa.y >-0.5)
            {
                print("右");
            }
            if (aaaa.x <-0.5 && aaaa.y < 0.5 && aaaa.y > -0.5)
            {
                print("左");
            }
            if (aaaa.y > 0.5 && aaaa.x< 0.5 && aaaa.x > -0.5)
            {
                print("上");
            }
            if (aaaa.y<-0.5 && aaaa.x < 0.5 && aaaa.x > -0.5)
            {
                print("下");
            }
        }

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转载自blog.csdn.net/fanfan_hongyun/article/details/79383903