using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Autohand.Demo{ public class XRAutoHandAxisFingerBender : MonoBehaviour{ public XRHandControllerLink controller; public CommonAxis axis; [HideInInspector] public float[] bendOffsets; float lastAxis; void LateUpdate(){ var currAxis = controller.GetAxis(axis); for(int i = 0; i < controller.hand.fingers.Length; i++) { controller.hand.fingers[i].bendOffset += (currAxis-lastAxis)*bendOffsets[i]; } lastAxis = currAxis; } private void OnDrawGizmosSelected() { if(controller == null && GetComponent()){ controller = GetComponent(); bendOffsets = new float[controller.hand.fingers.Length]; } } } }