Vr射线生成

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//手枪射线生成位置
public Transform hitShouQiangPos;

//载体
public GameObject holder;
//光标
public GameObject pointer;

if (holder == null)
{
//初始化载体
holder = new GameObject();
holder.transform.parent = hitShouQiangPos.transform;
holder.transform.localPosition = Vector3.zero;
//更改旋转的方向,原先的方向,跟手柄垂直
holder.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));

                //初始化射线,正方体原型 父物体为载体,大小,位置,碰撞体,刚体,材质,颜色                pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);                pointer.transform.parent = holder.transform;                pointer.transform.localScale = new Vector3(thickness, thickness, 100f);                holder.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));                pointer.transform.localPosition = new Vector3(0f, 0f, 50f);                pointer.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));                BoxCollider collider = pointer.GetComponent<BoxCollider>();                //是否添加刚体                if (addRigidBody)                {                    if (collider)                    {                        collider.isTrigger = true;                    }                    Rigidbody rigidBody = pointer.AddComponent<Rigidbody>();                    rigidBody.isKinematic = true;                }                else                {                    if (collider)                    {                        Object.Destroy(collider);                    }                }                Material newMaterial = new Material(Shader.Find("Unlit/Color"));                newMaterial.SetColor("_Color", color);                pointer.GetComponent<MeshRenderer>().material = newMaterial;

Destroy(holder);

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