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GVR SDK for Unity v1.170.0
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.gitignore

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*.suo
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*.userprefs
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# Gradle generated
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.gradle
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# OS generated
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.DS_Store
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Assets/GoogleVR/Scripts/Cardboard/GvrReticlePointer.cs

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/// Draws a circular reticle in front of any object that the user points at.
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/// The circle dilates if the object is clickable.
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[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrReticlePointer")]
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public class GvrReticlePointer : GvrBasePointer {
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/// The constants below are expsed for testing. Minimum inner angle of the reticle (in degrees).
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public const float RETICLE_MIN_INNER_ANGLE = 0.0f;
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float outer_diameter = 2.0f * Mathf.Tan(outer_half_angle_radians);
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ReticleInnerDiameter =
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Mathf.Lerp(ReticleInnerDiameter, inner_diameter, Time.deltaTime * reticleGrowthSpeed);
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Mathf.Lerp(ReticleInnerDiameter, inner_diameter, Time.unscaledDeltaTime * reticleGrowthSpeed);
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ReticleOuterDiameter =
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Mathf.Lerp(ReticleOuterDiameter, outer_diameter, Time.deltaTime * reticleGrowthSpeed);
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Mathf.Lerp(ReticleOuterDiameter, outer_diameter, Time.unscaledDeltaTime * reticleGrowthSpeed);
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MaterialComp.SetFloat("_InnerDiameter", ReticleInnerDiameter * ReticleDistanceInMeters);
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MaterialComp.SetFloat("_OuterDiameter", ReticleOuterDiameter * ReticleDistanceInMeters);

Assets/GoogleVR/Scripts/Controller/ArmModel/GvrArmModel.cs

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/// Standard implementation for a mathematical model to make the virtual controller approximate the
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/// physical location of the Daydream controller.
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[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrArmModel")]
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public class GvrArmModel : GvrBaseArmModel, IGvrControllerInputDeviceReceiver {
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/// Position of the elbow joint relative to the head before the arm model is applied.
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public Vector3 elbowRestPosition = DEFAULT_ELBOW_REST_POSITION;

Assets/GoogleVR/Scripts/Controller/ArmModel/GvrBaseArmModel.cs

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/// Interface for a mathematical model that uses the orientation and location
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/// of the physical controller, and predicts the location of the controller and pointer
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/// to determine where to place the controller model within the scene.
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[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrBaseArmModel")]
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public abstract class GvrBaseArmModel : MonoBehaviour {
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/// Vector to represent the controller's location relative to
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/// the user's head position.

Assets/GoogleVR/Scripts/Controller/GvrControllerInput.cs

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/// To access a controller's state, get a device from `GvrControllerInput.GetDevice` then
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/// query it for state. For example, to the dominant controller's current orientation, use
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/// `GvrControllerInput.GetDevice(GvrControllerHand.Dominant).Orientation`.
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[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrControllerInput")]
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public class GvrControllerInput : MonoBehaviour {
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private static GvrControllerInputDevice[] instances = new GvrControllerInputDevice[0];
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private static IControllerProvider controllerProvider;

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