├── VR Joystick & Steering
├── ProjectSettings
│ ├── ProjectVersion.txt
│ ├── ClusterInputManager.asset
│ ├── EditorBuildSettings.asset
│ ├── NetworkManager.asset
│ ├── TimeManager.asset
│ ├── AudioManager.asset
│ ├── TagManager.asset
│ ├── EditorSettings.asset
│ ├── DynamicsManager.asset
│ ├── UnityConnectSettings.asset
│ ├── Physics2DSettings.asset
│ ├── NavMeshAreas.asset
│ ├── GraphicsSettings.asset
│ ├── QualitySettings.asset
│ └── InputManager.asset
├── RAV3
│ ├── Scenes
│ │ ├── Car_Demo.unity.meta
│ │ └── DEMO_SCENE.unity.meta
│ ├── Scripts
│ │ ├── SteeringWheelOutPut.cs
│ │ ├── EasySuspenssion.meta
│ │ ├── JoystickOutput.cs
│ │ ├── EasySuspenssion
│ │ │ ├── BoxyCarWizard.cs.meta
│ │ │ ├── EasySuspension.cs.meta
│ │ │ ├── RearWheelDrive.cs.meta
│ │ │ ├── EasySuspension.cs
│ │ │ ├── BoxyCarWizard.cs
│ │ │ └── RearWheelDrive.cs
│ │ ├── JoystickOutput.cs.meta
│ │ ├── AcceleratorOutput.cs.meta
│ │ ├── ControlsManager.cs.meta
│ │ ├── PlaneController.cs.meta
│ │ ├── SteeringWheelOutPut.cs.meta
│ │ ├── rotorController.cs.meta
│ │ ├── SteeringWheelController.cs.meta
│ │ ├── rotorController.cs
│ │ ├── AcceleratorOutput.cs
│ │ ├── PlaneController.cs
│ │ └── SteeringWheelController.cs
│ ├── Materials
│ │ ├── tires.mat.meta
│ │ ├── white.mat.meta
│ │ ├── Glass.mat.meta
│ │ ├── DarkFloor.mat.meta
│ │ ├── LeverHand.mat.meta
│ │ ├── leverBox.mat.meta
│ │ ├── white.mat
│ │ ├── tires.mat
│ │ ├── DarkFloor.mat
│ │ ├── LeverHand.mat
│ │ ├── leverBox.mat
│ │ └── Glass.mat
│ ├── Prefabs
│ │ ├── CarTire.prefab.meta
│ │ ├── CarExample.prefab.meta
│ │ ├── Accelerator 1.prefab.meta
│ │ ├── Aerobus 1.prefab.meta
│ │ ├── Control 1.prefab.meta
│ │ ├── SteeringWheel 1.prefab.meta
│ │ ├── RAV3[CameraRig]_SteamVR.prefab.meta
│ │ └── CarTire.prefab
│ ├── Readme.txt.meta
│ ├── Animations.meta
│ ├── Materials.meta
│ ├── Prefabs.meta
│ ├── Scenes.meta
│ ├── Scripts.meta
│ ├── Animations
│ │ ├── leverBase.meta
│ │ ├── Controllers.meta
│ │ ├── leverBase
│ │ │ ├── back.anim.meta
│ │ │ ├── left.anim.meta
│ │ │ ├── accBack.anim.meta
│ │ │ ├── front.anim.meta
│ │ │ ├── idleFront.anim.meta
│ │ │ ├── right.anim.meta
│ │ │ ├── leverBase.controller.meta
│ │ │ ├── leverBaseAccelerator.controller.meta
│ │ │ ├── idleFront.anim
│ │ │ ├── back.anim
│ │ │ ├── front.anim
│ │ │ ├── left.anim
│ │ │ ├── right.anim
│ │ │ ├── accBack.anim
│ │ │ ├── leverBase.controller
│ │ │ └── leverBaseAccelerator.controller
│ │ └── Controllers
│ │ │ ├── LeverBase.controller.meta
│ │ │ └── LeverBase.controller
│ └── Readme.txt
└── Assets
│ ├── Scripts
│ ├── SteeringWheelOutPut.cs
│ ├── JoystickOutput.cs
│ ├── AcceleratorOutput.cs.meta
│ ├── ControlsManager.cs.meta
│ ├── JoystickOutput.cs.meta
│ ├── PlaneController.cs.meta
│ ├── rotorController.cs.meta
│ ├── SteeringWheelOutPut.cs.meta
│ ├── SteeringWheelController.cs.meta
│ ├── rotorController.cs
│ ├── AcceleratorOutput.cs
│ ├── PlaneController.cs
│ └── SteeringWheelController.cs
│ ├── Scenes
│ └── DEMO_SCENE.unity.meta
│ ├── Materials.meta
│ ├── Prefabs.meta
│ ├── Scenes.meta
│ ├── Scripts.meta
│ ├── Animations.meta
│ ├── Animations
│ ├── Controllers.meta
│ ├── leverBase.meta
│ ├── leverBase
│ │ ├── accBack.anim.meta
│ │ ├── back.anim.meta
│ │ ├── front.anim.meta
│ │ ├── left.anim.meta
│ │ ├── right.anim.meta
│ │ ├── idleFront.anim.meta
│ │ ├── leverBase.controller.meta
│ │ ├── leverBaseAccelerator.controller.meta
│ │ ├── idleFront.anim
│ │ ├── left.anim
│ │ ├── back.anim
│ │ ├── front.anim
│ │ ├── right.anim
│ │ ├── accBack.anim
│ │ ├── leverBase.controller
│ │ └── leverBaseAccelerator.controller
│ └── Controllers
│ │ ├── LeverBase.controller.meta
│ │ └── LeverBase.controller
│ ├── Prefabs
│ ├── Aerobus 1.prefab.meta
│ ├── Control 1.prefab.meta
│ ├── Accelerator 1.prefab.meta
│ ├── SteeringWheel 1.prefab.meta
│ └── RAV3[CameraRig]_SteamVR.prefab.meta
│ └── Materials
│ ├── DarkFloor.mat.meta
│ ├── Glass.mat.meta
│ ├── LeverHand.mat.meta
│ ├── leverBox.mat.meta
│ ├── LeverHand.mat
│ ├── leverBox.mat
│ ├── DarkFloor.mat
│ └── Glass.mat
├── .gitattributes
├── README.md
├── LICENSE
└── .gitignore
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/VR Joystick & Steering/Assets/Scripts/SteeringWheelOutPut.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class SteeringWheelOutPut : MonoBehaviour {
6 |
7 | public float outAngle;
8 | }
9 |
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/VR Joystick & Steering/RAV3/Scripts/SteeringWheelOutPut.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class SteeringWheelOutPut : MonoBehaviour {
6 |
7 | public float outAngle;
8 | }
9 |
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/VR Joystick & Steering/RAV3/Scripts/JoystickOutput.cs:
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1 | using UnityEngine;
2 |
3 | public class JoystickOutput : MonoBehaviour {
4 |
5 | public float joyPitch;
6 | public float joyRoll;
7 | public float joyYaw;
8 |
9 |
10 | }
11 |
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/VR Joystick & Steering/Assets/Scripts/JoystickOutput.cs:
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1 | using UnityEngine;
2 |
3 | public class JoystickOutput : MonoBehaviour {
4 |
5 | public float joyPitch;
6 | public float joyRoll;
7 | public float joyYaw;
8 |
9 |
10 | }
11 |
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/VR Joystick & Steering/RAV3/Readme.txt:
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1 | **** STEAM VR PLUGIN REQUIRED ****
2 | Donwload SteamVR - https://assetstore.unity.com/packages/templates/systems/steamvr-plugin-32647
3 |
4 | 1) Before Installing this package - install SteamVR plugin from asset store.
5 | 2) Then Install Steering Wheel and Joystick package.
6 | 3) Go the example scene or drag a prefab on your scene.
7 |
8 | All controls elemets has public values outputs.
9 |
10 | For Steering wheel its: Out Angle ( returns degrees ).
11 | Control Joystick returns: Pitch, Roll, Yaw.
12 | And accelerator lever returns float value from 0 to 1.
13 |
14 | That's all!
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/README.md:
--------------------------------------------------------------------------------
1 | # VR Joystick And Steering Wheel Mechanics
2 | Raw SteamVR Joystick And Steering Wheel Mechanics.
3 | 👉 Will be really pleased for any contributions, cuz this is neccessary stuff 😎 !
4 | 👉 To use it, you need to install a SteamVR Plugin.
5 |
6 | Control mechanics used in Project Elysium.
7 |
8 |
9 | # Video Demo Showcase of Plane Controls & Steering Wheel
10 | [](https://youtu.be/W6-aBA4IUgM "Showcase VRJAS")
11 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class rotorController : MonoBehaviour {
6 |
7 | [Tooltip("Angular velocity in degrees per seconds")]
8 | public float degPerSec = 60.0f;
9 |
10 | [Tooltip("Rotation axis")]
11 | public Vector3 rotAxis = Vector3.up;
12 |
13 | // Use this for initialization
14 | private void Start()
15 | {
16 | rotAxis.Normalize();
17 | }
18 |
19 | // Update is called once per frame
20 | private void Update()
21 | {
22 | transform.Rotate(rotAxis, degPerSec * Time.deltaTime);
23 | }
24 | }
25 |
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/VR Joystick & Steering/Assets/Scripts/rotorController.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class rotorController : MonoBehaviour {
6 |
7 | [Tooltip("Angular velocity in degrees per seconds")]
8 | public float degPerSec = 60.0f;
9 |
10 | [Tooltip("Rotation axis")]
11 | public Vector3 rotAxis = Vector3.up;
12 |
13 | // Use this for initialization
14 | private void Start()
15 | {
16 | rotAxis.Normalize();
17 | }
18 |
19 | // Update is called once per frame
20 | private void Update()
21 | {
22 | transform.Rotate(rotAxis, degPerSec * Time.deltaTime);
23 | }
24 | }
25 |
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1 | using UnityEngine;
2 |
3 | public class AcceleratorOutput : MonoBehaviour {
4 |
5 | public float accelAxis;
6 |
7 | [HideInInspector]
8 | public bool isTrigger;
9 | [HideInInspector]
10 | public bool toggled = false;
11 | bool toggledOne = false;
12 |
13 |
14 | private void Update()
15 | {
16 | if(accelAxis > 0.65f && !toggledOne)
17 | {
18 | toggled = true;
19 | toggledOne = true;
20 | Debug.Log("TOGGLE ONE");
21 | }
22 |
23 | if (accelAxis < 0.25f && toggledOne)
24 | {
25 | toggled = true;
26 | toggledOne = false;
27 | Debug.Log("TOGGLE TWO");
28 | }
29 | }
30 | }
31 |
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11 | CrashReportingSettings:
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13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate
14 | m_Enabled: 0
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2017 Helg Broforsky
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/VR Joystick & Steering/RAV3/Scripts/AcceleratorOutput.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public class AcceleratorOutput : MonoBehaviour {
4 |
5 | public float accelAxis; // INHERITED FROM CONTROLS MANAGER ( IN HANDS )
6 |
7 | [HideInInspector]
8 | public bool isTrigger;
9 | [HideInInspector]
10 | public bool toggled = false;
11 | bool toggledOne = false;
12 | public bool withNegative = false;
13 | public TextMesh TextState;
14 |
15 | private void Update()
16 | {
17 | if (TextState)
18 | {
19 | if (accelAxis > -0.3 && accelAxis < 0.3)
20 | {
21 | TextState.text = "Brake";
22 | }
23 | else if (accelAxis > 0)
24 | {
25 | TextState.text = "Forward";
26 | }
27 | else if (accelAxis < 0)
28 | {
29 | TextState.text = "Reverse";
30 | }
31 | }
32 |
33 | if(accelAxis > 0.65f && !toggledOne)
34 | {
35 | toggled = true;
36 | toggledOne = true;
37 | }
38 |
39 | if (accelAxis < 0.25f && toggledOne)
40 | {
41 | toggled = true;
42 | toggledOne = false;
43 | }
44 | }
45 | }
46 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | VR Joystick & Steering/Assets/SteamVR/
2 | VR Joystick & Steering/Assets/Assets/
3 | VR Joystick & Steering/Assets/NewtonVR/
4 | VR Joystick & Steering/Assets/VRTK/
5 | Temp/
6 | Obj/
7 | UnityGenerated/
8 | Library/
9 | Assets/AssetStoreTools*
10 |
11 | # ===================================== #
12 | # Visual Studio / MonoDevelop generated #
13 | # ===================================== #
14 | ExportedObj/
15 | *.svd
16 | *.userprefs
17 | *.csproj
18 | *.pidb
19 | *.suo
20 | *.sln
21 | *.user
22 | *.unityproj
23 | *.booproj
24 |
25 | # Windows image file caches
26 | Thumbs.db
27 | ehthumbs.db
28 |
29 | # Folder config file
30 | Desktop.ini
31 |
32 | # Recycle Bin used on file shares
33 | $RECYCLE.BIN/
34 |
35 | # Windows Installer files
36 | *.cab
37 | *.msi
38 | *.msm
39 | *.msp
40 |
41 | # Windows shortcuts
42 | *.lnk
43 |
44 | # =========================
45 | # Operating System Files
46 | # =========================
47 |
48 | # OSX
49 | # =========================
50 |
51 | .DS_Store
52 | .AppleDouble
53 | .LSOverride
54 |
55 | # Thumbnails
56 | ._*
57 |
58 | # Files that might appear in the root of a volume
59 | .DocumentRevisions-V100
60 | .fseventsd
61 | .Spotlight-V100
62 | .TemporaryItems
63 | .Trashes
64 | .VolumeIcon.icns
65 |
66 | # Directories potentially created on remote AFP share
67 | .AppleDB
68 | .AppleDesktop
69 | Network Trash Folder
70 | Temporary Items
71 | .apdisk
72 |
--------------------------------------------------------------------------------
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/VR Joystick & Steering/RAV3/Scripts/EasySuspenssion/EasySuspension.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | [ExecuteInEditMode()]
5 | public class EasySuspension : MonoBehaviour {
6 | [Range(0, 20)]
7 | public float naturalFrequency = 10;
8 |
9 | [Range(0, 3)]
10 | public float dampingRatio = 0.8f;
11 |
12 | [Range(-1, 1)]
13 | public float forceShift = 0.03f;
14 |
15 | public bool setSuspensionDistance = true;
16 |
17 | void Update () {
18 | // work out the stiffness and damper parameters based on the better spring model
19 | foreach (WheelCollider wc in GetComponentsInChildren()) {
20 | JointSpring spring = wc.suspensionSpring;
21 |
22 | spring.spring = Mathf.Pow(Mathf.Sqrt(wc.sprungMass) * naturalFrequency, 2);
23 | spring.damper = 2 * dampingRatio * Mathf.Sqrt(spring.spring * wc.sprungMass);
24 |
25 | wc.suspensionSpring = spring;
26 |
27 | Vector3 wheelRelativeBody = transform.InverseTransformPoint(wc.transform.position);
28 | float distance = GetComponent().centerOfMass.y - wheelRelativeBody.y + wc.radius;
29 |
30 | wc.forceAppPointDistance = distance - forceShift;
31 |
32 | // the following line makes sure the spring force at maximum droop is exactly zero
33 | if (spring.targetPosition > 0 && setSuspensionDistance)
34 | wc.suspensionDistance = wc.sprungMass * Physics.gravity.magnitude / (spring.targetPosition * spring.spring);
35 | }
36 | }
37 |
38 | // uncomment OnGUI to observe how parameters change
39 |
40 | /*
41 | public void OnGUI()
42 | {
43 | foreach (WheelCollider wc in GetComponentsInChildren()) {
44 | GUILayout.Label (string.Format("{0} sprung: {1}, k: {2}, d: {3}", wc.name, wc.sprungMass, wc.suspensionSpring.spring, wc.suspensionSpring.damper));
45 | }
46 |
47 | var rb = GetComponent ();
48 |
49 | GUILayout.Label ("Inertia: " + rb.inertiaTensor);
50 | GUILayout.Label ("Mass: " + rb.mass);
51 | GUILayout.Label ("Center: " + rb.centerOfMass);
52 | }
53 | */
54 |
55 | }
56 |
--------------------------------------------------------------------------------
/VR Joystick & Steering/RAV3/Scripts/EasySuspenssion/BoxyCarWizard.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System.Collections;
4 |
5 | class BoxyCarWizard : EditorWindow {
6 | private int axlesCount = 2;
7 | private float mass = 1000;
8 | private float axleStep = 2;
9 | private float axleWidth = 2;
10 | private float axleShift = -0.5f;
11 |
12 | [MenuItem ("Vehicles/Generate simple vehicle")]
13 | public static void ShowWindow () {
14 | EditorWindow.GetWindow(typeof(BoxyCarWizard));
15 | }
16 |
17 | void OnGUI () {
18 | axlesCount = EditorGUILayout.IntSlider ("Axles: ", axlesCount, 2, 10);
19 | mass = EditorGUILayout.FloatField ("Mass: ", mass);
20 | axleStep = EditorGUILayout.FloatField ("Axle step: ", axleStep);
21 | axleWidth = EditorGUILayout.FloatField ("Axle width: ", axleWidth);
22 | axleShift = EditorGUILayout.FloatField ("Axle shift: ", axleShift);
23 |
24 | if (GUILayout.Button("Generate")) {
25 | CreateCar ();
26 | }
27 | }
28 |
29 | void CreateCar()
30 | {
31 | var root = new GameObject ("carRoot");
32 | var rootBody = root.AddComponent ();
33 | rootBody.mass = mass;
34 |
35 | var body = GameObject.CreatePrimitive (PrimitiveType.Cube);
36 | body.transform.parent = root.transform;
37 |
38 | float length = (axlesCount - 1) * axleStep;
39 | float firstOffset = length / 2;
40 |
41 | body.transform.localScale = new Vector3(axleWidth, 1, length);
42 |
43 | for (int i = 0; i < axlesCount; ++i)
44 | {
45 | var leftWheel = new GameObject (string.Format("a{0}l", i));
46 | var rightWheel = new GameObject (string.Format("a{0}r", i));
47 |
48 | leftWheel.AddComponent ();
49 | rightWheel.AddComponent ();
50 |
51 | leftWheel.transform.parent = root.transform;
52 | rightWheel.transform.parent = root.transform;
53 |
54 | leftWheel.transform.localPosition = new Vector3 (-axleWidth / 2, axleShift, firstOffset - axleStep * i);
55 | rightWheel.transform.localPosition = new Vector3 (axleWidth / 2, axleShift, firstOffset - axleStep * i);
56 | }
57 |
58 | root.AddComponent();
59 | root.AddComponent();
60 | }
61 | }
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/VR Joystick & Steering/RAV3/Scripts/EasySuspenssion/RearWheelDrive.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class RearWheelDrive : MonoBehaviour {
5 |
6 | private WheelCollider[] wheels;
7 |
8 | public float maxAngle = 30;
9 | public float maxTorque = 300;
10 | public GameObject wheelShape;
11 | public SteeringWheelOutPut steeringInput;
12 | public AcceleratorOutput torqueInput;
13 | // here we find all the WheelColliders down in the hierarchy
14 | public void Start()
15 | {
16 | wheels = GetComponentsInChildren();
17 |
18 | for (int i = 0; i < wheels.Length; ++i)
19 | {
20 | var wheel = wheels [i];
21 |
22 | // create wheel shapes only when needed
23 | if (wheelShape != null)
24 | {
25 | var ws = GameObject.Instantiate (wheelShape);
26 | ws.transform.parent = wheel.transform;
27 | }
28 | }
29 | }
30 |
31 | // this is a really simple approach to updating wheels
32 | // here we simulate a rear wheel drive car and assume that the car is perfectly symmetric at local zero
33 | // this helps us to figure our which wheels are front ones and which are rear
34 | public void Update()
35 | {
36 | float torque = 0;
37 | float angle = maxAngle * (steeringInput.outAngle / 360);
38 | torque = maxTorque * (torqueInput.accelAxis);
39 |
40 | foreach (WheelCollider wheel in wheels)
41 | {
42 | // a simple car where front wheels steer while rear ones drive
43 | if (wheel.transform.localPosition.z > 0)
44 | wheel.steerAngle = angle;
45 |
46 | if (wheel.transform.localPosition.z < 0) {
47 | if (torqueInput.accelAxis > -0.3 && torqueInput.accelAxis < 0.3)
48 | {
49 | wheel.motorTorque = 0;
50 | wheel.brakeTorque = 900000;
51 | } else {
52 | wheel.brakeTorque = 0;
53 | wheel.motorTorque = torque;
54 | }
55 | }
56 |
57 | // update visual wheels if any
58 | if (wheelShape)
59 | {
60 | Quaternion q;
61 | Vector3 p;
62 | wheel.GetWorldPose (out p, out q);
63 |
64 | // assume that the only child of the wheelcollider is the wheel shape
65 | Transform shapeTransform = wheel.transform.GetChild (0);
66 | shapeTransform.position = p;
67 | shapeTransform.rotation = q;
68 | }
69 |
70 | }
71 | }
72 | }
73 |
--------------------------------------------------------------------------------
/VR Joystick & Steering/Assets/Scripts/PlaneController.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PlaneController : MonoBehaviour {
6 | [Header("Inputs")]
7 | public GameObject Lever;
8 | public Animator JosytickAnimator;
9 |
10 | //PLANE PARTS BELOW
11 | [Header("Plane Parts to rotate")]
12 | public GameObject leftAileron;
13 | public GameObject rightAileron;
14 | public GameObject Rudder;
15 | public GameObject Elevator;
16 |
17 |
18 | // ACCELERATOR BELOW
19 | [Header("Rotor & Acceleration")]
20 | public Animator acceleratorAnimator;
21 | public float AcceleratorPower;
22 | public rotorController rotorControll;
23 | public float planeForwardSpeed = 0;
24 |
25 | float X;
26 | float Y;
27 | // Use this for initialization
28 | void Start () {
29 |
30 | }
31 |
32 | public float getLeverRotate(float LeverAngle)
33 | {
34 | if (LeverAngle > 180)
35 | {
36 | LeverAngle -= 360;
37 | }
38 | return LeverAngle;
39 | }
40 |
41 | // Update is called once per frame
42 | void Update () {
43 |
44 | AcceleratorPower = acceleratorAnimator.GetFloat("Blend X") * 10; // ACCELERATOR CONTROLL
45 | if (AcceleratorPower <= 0)
46 | {
47 | rotorControll.degPerSec = 180;
48 | }
49 | else
50 | {
51 | rotorControll.degPerSec = (180 * AcceleratorPower) + 180;
52 | }
53 |
54 |
55 | // AILERON MOVEMENTS
56 | leftAileron.transform.localEulerAngles = new Vector3(-JosytickAnimator.GetFloat("Blend X") * 20, 0, 0);
57 | rightAileron.transform.localEulerAngles = new Vector3(JosytickAnimator.GetFloat("Blend X") * 20, 0, 0);
58 |
59 | //ELEVATOR MOVEMENT
60 | Elevator.transform.localEulerAngles = new Vector3(-JosytickAnimator.GetFloat("Blend Z") * 20, 0, 0);
61 |
62 | //RUDDER MOVEMENT
63 | Rudder.transform.localEulerAngles = new Vector3(0, -getLeverRotate(Lever.transform.localEulerAngles.y), 0);
64 |
65 | // PLANE MOVEMENT AROUND ROTATE
66 | transform.localEulerAngles = transform.localEulerAngles + new Vector3(0, getLeverRotate(Lever.transform.localEulerAngles.y), 0)/100;
67 | X = JosytickAnimator.GetFloat("Blend X")*20;
68 | Y = JosytickAnimator.GetFloat("Blend Z")*20;
69 | Quaternion rotation = Quaternion.Euler(Y,0,-X);
70 | transform.localRotation = Quaternion.Slerp(transform.localRotation, rotation, Time.deltaTime*2);
71 | // PLANE MOVEMENT FORWARD
72 | transform.position = transform.position + new Vector3(transform.forward.x, transform.forward.y, transform.forward.z) / 30 * planeForwardSpeed;
73 | }
74 | }
75 |
--------------------------------------------------------------------------------
/VR Joystick & Steering/RAV3/Scripts/PlaneController.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PlaneController : MonoBehaviour {
6 | [Header("Inputs")]
7 | public GameObject Lever;
8 | public Animator JosytickAnimator;
9 |
10 | //PLANE PARTS BELOW
11 | [Header("Plane Parts to rotate")]
12 | public GameObject leftAileron;
13 | public GameObject rightAileron;
14 | public GameObject Rudder;
15 | public GameObject Elevator;
16 |
17 |
18 | // ACCELERATOR BELOW
19 | [Header("Rotor & Acceleration")]
20 | public Animator acceleratorAnimator;
21 | public float AcceleratorPower;
22 | public rotorController rotorControll;
23 | public float planeForwardSpeed = 0;
24 |
25 | float X;
26 | float Y;
27 | // Use this for initialization
28 | void Start () {
29 |
30 | }
31 |
32 | public float getLeverRotate(float LeverAngle)
33 | {
34 | if (LeverAngle > 180)
35 | {
36 | LeverAngle -= 360;
37 | }
38 | return LeverAngle;
39 | }
40 |
41 | // Update is called once per frame
42 | void Update () {
43 |
44 | AcceleratorPower = acceleratorAnimator.GetFloat("Blend X") * 10; // ACCELERATOR CONTROLL
45 | if (AcceleratorPower <= 0)
46 | {
47 | rotorControll.degPerSec = 180;
48 | }
49 | else
50 | {
51 | rotorControll.degPerSec = (180 * AcceleratorPower) + 180;
52 | }
53 |
54 |
55 | // AILERON MOVEMENTS
56 | leftAileron.transform.localEulerAngles = new Vector3(-JosytickAnimator.GetFloat("Blend X") * 20, 0, 0);
57 | rightAileron.transform.localEulerAngles = new Vector3(JosytickAnimator.GetFloat("Blend X") * 20, 0, 0);
58 |
59 | //ELEVATOR MOVEMENT
60 | Elevator.transform.localEulerAngles = new Vector3(-JosytickAnimator.GetFloat("Blend Z") * 20, 0, 0);
61 |
62 | //RUDDER MOVEMENT
63 | Rudder.transform.localEulerAngles = new Vector3(0, -getLeverRotate(Lever.transform.localEulerAngles.y), 0);
64 |
65 | // PLANE MOVEMENT AROUND ROTATE
66 | transform.localEulerAngles = transform.localEulerAngles + new Vector3(0, getLeverRotate(Lever.transform.localEulerAngles.y), 0)/100;
67 | X = JosytickAnimator.GetFloat("Blend X")*20;
68 | Y = JosytickAnimator.GetFloat("Blend Z")*20;
69 | Quaternion rotation = Quaternion.Euler(Y,0,-X);
70 | transform.localRotation = Quaternion.Slerp(transform.localRotation, rotation, Time.deltaTime*2);
71 | // PLANE MOVEMENT FORWARD
72 | transform.position = transform.position + new Vector3(transform.forward.x, transform.forward.y, transform.forward.z) / 30 * planeForwardSpeed;
73 | }
74 | }
75 |
--------------------------------------------------------------------------------
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/VR Joystick & Steering/Assets/Scripts/SteeringWheelController.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | public class SteeringWheelController : MonoBehaviour
5 | {
6 |
7 | [Header("Hand to track")]
8 | public GameObject Hand;
9 | public bool HandSticked = false;
10 | SteamVR_Controller.Device TrackedController = null;
11 |
12 | private float angleStickyOffset; // ofset between wheel rotation and hand position on grab
13 | private float wheelLastSpeed; // wheel speed at moment of ungrab, then reduces graduelly due to INERTIA
14 | private float INERTIA = 0.95f; // 1-wheel never stops // 0 - wheel stops instantly
15 | public float MAX_ROTATION = 360; //maximal degree rotation of the wheel
16 | private float WHEEL_HAPTIC_FREQUENCY = 360/12; //every wheel whill click 12 times per wheel rotation
17 |
18 | [Header("Steering Wheel Relative Point")]
19 | public GameObject WheelBase;
20 |
21 | [Header("Wheel & Hand relative position")]
22 | public Vector3 RelativePos;
23 |
24 | [Header("Output steering wheel angle")]
25 | public float outputAngle=0;
26 | public TextMesh textDisplay;
27 |
28 | public SteeringWheelOutPut steeringWheelOutPut;
29 |
30 | [Header("Arrays Values (Debug)")]
31 | public List lastValues = new List(); // stores last angles
32 | public List Diffs = new List(); // stores difference between each last angles
33 | public List formulaDiffs = new List(); // stores formulated diffs
34 | public List increment = new List(); // calculating incrementation
35 |
36 | void Start()
37 | {
38 | CreateArrays(5); // CALLING FUNCTION WHICH CREATES ARRAYS
39 | angleStickyOffset = 0f;
40 | HandSticked = false;
41 | wheelLastSpeed = 0;
42 | }
43 |
44 | public void OnStick(SteamVR_TrackedController TrackedController)
45 | {
46 | if (HandSticked != true)
47 | {
48 | CalculateOffset();
49 | }
50 | HandSticked = true;
51 | this.TrackedController = SteamVR_Controller.Input(checked((int)TrackedController.controllerIndex));
52 |
53 |
54 | }
55 |
56 |
57 | void CalculateOffset()
58 | {
59 | float rawAngle = CalculateRawAngle();
60 | angleStickyOffset = outputAngle - rawAngle;
61 | }
62 |
63 | public void OnUnStick()
64 | {
65 | HandSticked = false;
66 | wheelLastSpeed = outputAngle - lastValues[3];
67 |
68 | TrackedController = null;
69 | }
70 |
71 | float CalculateRawAngle()
72 | {
73 | RelativePos = WheelBase.transform.InverseTransformPoint(Hand.transform.position); // GETTING RELATIVE POSITION BETWEEN STEERING WHEEL BASE AND HAND
74 |
75 | return Mathf.Atan2(RelativePos.y, RelativePos.x) * Mathf.Rad2Deg; // GETTING CIRCULAR DATA FROM X & Y RELATIVES VECTORS
76 | }
77 |
78 | void FixedUpdate()
79 | {
80 | steeringWheelOutPut.outAngle = outputAngle;
81 | float angle;
82 | if (HandSticked)
83 | {
84 | angle = CalculateRawAngle() + angleStickyOffset; // When hands are holding the wheel hand dictates how the wheel moves
85 | // angleSticky Offset is calculated on wheel grab - makes wheel not to rotate instantly to the users hand
86 | }
87 | else
88 | {
89 | // when wheel is released we apply a little of inertia
90 | angle = outputAngle + wheelLastSpeed; //last wheel speed is updated when wheel is ungrabbed and then gradually returns to zero
91 | wheelLastSpeed *= INERTIA;
92 | }
93 | lastValues.RemoveAt(0); // REMOVING FIRST ITEM FROM ARRAY
94 | lastValues.Add(angle); // ADD LAST ITEM TO ARRAY
95 |
96 | outputAngle = hookedAngles(angle);// SETTING OUTPUT THROUGH FUNCTION
97 | if (textDisplay != null){
98 | textDisplay.text = Mathf.Round(outputAngle) + "" + ".00 deg. speed " + wheelLastSpeed;
99 | }
100 | transform.localEulerAngles = new Vector3(outputAngle+90, -90, -90);// ROTATE WHEEL MODEL FACING TO THE PLAYA
101 |
102 | float haptic_speed_coeff = Mathf.Abs(lastValues[4] - lastValues[3]) + 1;
103 | if (Mathf.Abs(outputAngle % WHEEL_HAPTIC_FREQUENCY) <= haptic_speed_coeff &&
104 | Mathf.Abs(lastValues[3] % WHEEL_HAPTIC_FREQUENCY) > haptic_speed_coeff)
105 | {
106 | if (TrackedController != null)
107 | {
108 | TrackedController.TriggerHapticPulse(1000);
109 | }
110 | }
111 |
112 | }
113 |
114 |
115 | void CreateArrays(int firstPparam) // FUNCTION WHICH CREATING ARRAYS
116 | {
117 | for (int i = 0; i < firstPparam; i++) // FOR LOOP WITH PARAM
118 | {
119 | lastValues.Add(0); // LAST VALUES ARRAY
120 | }
121 |
122 |
123 | for (int i = 0; i < firstPparam - 1; i++) // FOR LOOP WITH PARAM -1
124 | {
125 | Diffs.Add(0); // ARRAY TO STORE DIFFERECE BETWEEN NEXT AND PREV
126 | formulaDiffs.Add(0); // ARRAY TO STORE FORMULATED DIFFS
127 | increment.Add(0); // ARRAY TO STORE INCREMENT FOR EACH WHEEL SPIN
128 |
129 | }
130 | }
131 |
132 |
133 | public float hookedAngles(float angle) // FORMULATING AND CALCULATING FUNCTION WHICH COUNTS SPINS OF WHEEL
134 | //Also applying rotation limits
135 | {
136 | float period = 360;
137 | for (int i = 0; i < lastValues.Count - 1; i++)
138 | {
139 | Diffs.RemoveAt(0);
140 | Diffs.Add(lastValues[i + 1] - lastValues[i]);
141 | }
142 |
143 | for (int i = 0; i < formulaDiffs.Count; i++)
144 | {
145 | formulaDiffs.RemoveAt(0);
146 | var a = (Diffs[i] + period / 2.0f);
147 | var b = period;
148 | var fdiff = a - Mathf.Floor(a / b) * b;
149 | formulaDiffs.Add(fdiff - period / 2);
150 | }
151 |
152 | for (int i = 0; i < formulaDiffs.Count; i++)
153 | {
154 | increment.RemoveAt(0);
155 | increment.Add(formulaDiffs[i] - Diffs[i]);
156 | }
157 |
158 | for (int i = 1; i < formulaDiffs.Count; i++)
159 | {
160 | increment[i] += increment[i - 1];
161 | }
162 |
163 | lastValues[4] += increment[3];
164 |
165 | if (Mathf.Abs(lastValues[4]) > MAX_ROTATION)
166 | {
167 | lastValues[4] = lastValues[3];
168 | if (TrackedController!=null)
169 | {
170 | TrackedController.TriggerHapticPulse(500);
171 |
172 | }
173 | }
174 |
175 |
176 | return lastValues[4]; // COLLIBRATE TO ZERO WHEN STILL AND RETURN CALCULATED VALUE
177 | }
178 |
179 | }
180 |
--------------------------------------------------------------------------------
/VR Joystick & Steering/RAV3/Scripts/SteeringWheelController.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | public class SteeringWheelController : MonoBehaviour
5 | {
6 |
7 | [Header("Hand to track")]
8 | public GameObject Hand;
9 | public bool HandSticked = false;
10 | SteamVR_Controller.Device TrackedController = null;
11 |
12 | private float angleStickyOffset; // ofset between wheel rotation and hand position on grab
13 | private float wheelLastSpeed; // wheel speed at moment of ungrab, then reduces graduelly due to INERTIA
14 | private float INERTIA = 0.95f; // 1-wheel never stops // 0 - wheel stops instantly
15 | public float MAX_ROTATION = 360; //maximal degree rotation of the wheel
16 | private float WHEEL_HAPTIC_FREQUENCY = 360/12; //every wheel whill click 12 times per wheel rotation
17 |
18 | [Header("Steering Wheel Relative Point")]
19 | public GameObject WheelBase;
20 |
21 | [Header("Wheel & Hand relative position")]
22 | public Vector3 RelativePos;
23 |
24 | [Header("Output steering wheel angle")]
25 | public float outputAngle=0;
26 | public TextMesh textDisplay;
27 |
28 | public SteeringWheelOutPut steeringWheelOutPut;
29 |
30 | [Header("Arrays Values (Debug)")]
31 | public List lastValues = new List(); // stores last angles
32 | public List Diffs = new List(); // stores difference between each last angles
33 | public List formulaDiffs = new List(); // stores formulated diffs
34 | public List increment = new List(); // calculating incrementation
35 |
36 | void Start()
37 | {
38 | CreateArrays(5); // CALLING FUNCTION WHICH CREATES ARRAYS
39 | angleStickyOffset = 0f;
40 | HandSticked = false;
41 | wheelLastSpeed = 0;
42 | }
43 |
44 | public void OnStick(SteamVR_TrackedController TrackedController)
45 | {
46 | if (HandSticked != true)
47 | {
48 | CalculateOffset();
49 | }
50 | HandSticked = true;
51 | this.TrackedController = SteamVR_Controller.Input(checked((int)TrackedController.controllerIndex));
52 |
53 |
54 | }
55 |
56 |
57 | void CalculateOffset()
58 | {
59 | float rawAngle = CalculateRawAngle();
60 | angleStickyOffset = outputAngle - rawAngle;
61 | }
62 |
63 | public void OnUnStick()
64 | {
65 | HandSticked = false;
66 | wheelLastSpeed = outputAngle - lastValues[3];
67 |
68 | TrackedController = null;
69 | }
70 |
71 | float CalculateRawAngle()
72 | {
73 | RelativePos = WheelBase.transform.InverseTransformPoint(Hand.transform.position); // GETTING RELATIVE POSITION BETWEEN STEERING WHEEL BASE AND HAND
74 |
75 | return Mathf.Atan2(RelativePos.y, RelativePos.x) * Mathf.Rad2Deg; // GETTING CIRCULAR DATA FROM X & Y RELATIVES VECTORS
76 | }
77 |
78 | void FixedUpdate()
79 | {
80 | steeringWheelOutPut.outAngle = outputAngle;
81 | float angle;
82 | if (HandSticked)
83 | {
84 | angle = CalculateRawAngle() + angleStickyOffset; // When hands are holding the wheel hand dictates how the wheel moves
85 | // angleSticky Offset is calculated on wheel grab - makes wheel not to rotate instantly to the users hand
86 | }
87 | else
88 | {
89 | // when wheel is released we apply a little of inertia
90 | angle = outputAngle + wheelLastSpeed; //last wheel speed is updated when wheel is ungrabbed and then gradually returns to zero
91 | wheelLastSpeed *= INERTIA;
92 | }
93 | lastValues.RemoveAt(0); // REMOVING FIRST ITEM FROM ARRAY
94 | lastValues.Add(angle); // ADD LAST ITEM TO ARRAY
95 |
96 | outputAngle = hookedAngles(angle);// SETTING OUTPUT THROUGH FUNCTION
97 | if (textDisplay != null){
98 | textDisplay.text = Mathf.Round(outputAngle) + "" + ".00 deg. speed " + wheelLastSpeed;
99 | }
100 | transform.localEulerAngles = new Vector3(outputAngle+90, -90, -90);// ROTATE WHEEL MODEL FACING TO THE PLAYA
101 |
102 | float haptic_speed_coeff = Mathf.Abs(lastValues[4] - lastValues[3]) + 1;
103 | if (Mathf.Abs(outputAngle % WHEEL_HAPTIC_FREQUENCY) <= haptic_speed_coeff &&
104 | Mathf.Abs(lastValues[3] % WHEEL_HAPTIC_FREQUENCY) > haptic_speed_coeff)
105 | {
106 | if (TrackedController != null)
107 | {
108 | TrackedController.TriggerHapticPulse(1000);
109 | }
110 | }
111 |
112 | }
113 |
114 |
115 | void CreateArrays(int firstPparam) // FUNCTION WHICH CREATING ARRAYS
116 | {
117 | for (int i = 0; i < firstPparam; i++) // FOR LOOP WITH PARAM
118 | {
119 | lastValues.Add(0); // LAST VALUES ARRAY
120 | }
121 |
122 |
123 | for (int i = 0; i < firstPparam - 1; i++) // FOR LOOP WITH PARAM -1
124 | {
125 | Diffs.Add(0); // ARRAY TO STORE DIFFERECE BETWEEN NEXT AND PREV
126 | formulaDiffs.Add(0); // ARRAY TO STORE FORMULATED DIFFS
127 | increment.Add(0); // ARRAY TO STORE INCREMENT FOR EACH WHEEL SPIN
128 |
129 | }
130 | }
131 |
132 |
133 | public float hookedAngles(float angle) // FORMULATING AND CALCULATING FUNCTION WHICH COUNTS SPINS OF WHEEL
134 | //Also applying rotation limits
135 | {
136 | float period = 360;
137 | for (int i = 0; i < lastValues.Count - 1; i++)
138 | {
139 | Diffs.RemoveAt(0);
140 | Diffs.Add(lastValues[i + 1] - lastValues[i]);
141 | }
142 |
143 | for (int i = 0; i < formulaDiffs.Count; i++)
144 | {
145 | formulaDiffs.RemoveAt(0);
146 | var a = (Diffs[i] + period / 2.0f);
147 | var b = period;
148 | var fdiff = a - Mathf.Floor(a / b) * b;
149 | formulaDiffs.Add(fdiff - period / 2);
150 | }
151 |
152 | for (int i = 0; i < formulaDiffs.Count; i++)
153 | {
154 | increment.RemoveAt(0);
155 | increment.Add(formulaDiffs[i] - Diffs[i]);
156 | }
157 |
158 | for (int i = 1; i < formulaDiffs.Count; i++)
159 | {
160 | increment[i] += increment[i - 1];
161 | }
162 |
163 | lastValues[4] += increment[3];
164 |
165 | if (Mathf.Abs(lastValues[4]) > MAX_ROTATION)
166 | {
167 | lastValues[4] = lastValues[3];
168 | if (TrackedController!=null)
169 | {
170 | TrackedController.TriggerHapticPulse(500);
171 |
172 | }
173 | }
174 |
175 |
176 | return lastValues[4]; // COLLIBRATE TO ZERO WHEN STILL AND RETURN CALCULATED VALUE
177 | }
178 |
179 | }
180 |
--------------------------------------------------------------------------------
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