Version 17.5
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Enables/disables objects based on connectivity and assigned roles.
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//
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//=============================================================================
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using UnityEngine;
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using System.Collections.Generic;
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using Valve.VR;
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public class SteamVR_ControllerManager : MonoBehaviour
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{
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public GameObject left, right;
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public GameObject[] objects; // populate with objects you want to assign to additional controllers
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public bool assignAllBeforeIdentified; // set to true if you want objects arbitrarily assigned to controllers before their role (left vs right) is identified
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uint[] indices; // assigned
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bool[] connected = new bool[OpenVR.k_unMaxTrackedDeviceCount]; // controllers only
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// cached roles - may or may not be connected
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uint leftIndex = OpenVR.k_unTrackedDeviceIndexInvalid;
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uint rightIndex = OpenVR.k_unTrackedDeviceIndexInvalid;
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// This needs to be called if you update left, right or objects at runtime (e.g. when dyanmically spawned).
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public void UpdateTargets()
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{
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// Add left and right entries to the head of the list so we only have to operate on the list itself.
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var additional = (this.objects != null) ? this.objects.Length : 0;
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var objects = new GameObject[2 + additional];
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indices = new uint[2 + additional];
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objects[0] = right;
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indices[0] = OpenVR.k_unTrackedDeviceIndexInvalid;
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objects[1] = left;
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indices[1] = OpenVR.k_unTrackedDeviceIndexInvalid;
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for (int i = 0; i < additional; i++)
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{
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objects[2 + i] = this.objects[i];
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indices[2 + i] = OpenVR.k_unTrackedDeviceIndexInvalid;
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}
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this.objects = objects;
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}
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SteamVR_Events.Action inputFocusAction, deviceConnectedAction, trackedDeviceRoleChangedAction;
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void Awake()
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{
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UpdateTargets();
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inputFocusAction = SteamVR_Events.InputFocusAction(OnInputFocus);
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deviceConnectedAction = SteamVR_Events.DeviceConnectedAction(OnDeviceConnected);
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trackedDeviceRoleChangedAction = SteamVR_Events.SystemAction(EVREventType.VREvent_TrackedDeviceRoleChanged, OnTrackedDeviceRoleChanged);
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}
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void OnEnable()
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{
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for (int i = 0; i < objects.Length; i++)
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{
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var obj = objects[i];
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if (obj != null)
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obj.SetActive(false);
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}
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Refresh();
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for (int i = 0; i < SteamVR.connected.Length; i++)
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if (SteamVR.connected[i])
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OnDeviceConnected(i, true);
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inputFocusAction.enabled = true;
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deviceConnectedAction.enabled = true;
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trackedDeviceRoleChangedAction.enabled = true;
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}
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void OnDisable()
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{
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inputFocusAction.enabled = false;
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deviceConnectedAction.enabled = false;
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trackedDeviceRoleChangedAction.enabled = false;
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}
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static string[] labels = { "left", "right" };
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// Hide controllers when the dashboard is up.
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private void OnInputFocus(bool hasFocus)
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{
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if (hasFocus)
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{
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for (int i = 0; i < objects.Length; i++)
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{
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var obj = objects[i];
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if (obj != null)
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{
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var label = (i < 2) ? labels[i] : (i - 1).ToString();
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ShowObject(obj.transform, "hidden (" + label + ")");
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}
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}
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}
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else
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{
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for (int i = 0; i < objects.Length; i++)
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{
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var obj = objects[i];
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if (obj != null)
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{
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var label = (i < 2) ? labels[i] : (i - 1).ToString();
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HideObject(obj.transform, "hidden (" + label + ")");
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}
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}
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}
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}
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// Reparents to a new object and deactivates that object (this allows
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// us to call SetActive in OnDeviceConnected independently.
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private void HideObject(Transform t, string name)
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{
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var hidden = new GameObject(name).transform;
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hidden.parent = t.parent;
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t.parent = hidden;
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hidden.gameObject.SetActive(false);
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}
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private void ShowObject(Transform t, string name)
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{
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var hidden = t.parent;
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if (hidden.gameObject.name != name)
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return;
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t.parent = hidden.parent;
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Destroy(hidden.gameObject);
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}
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private void SetTrackedDeviceIndex(int objectIndex, uint trackedDeviceIndex)
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{
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// First make sure no one else is already using this index.
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if (trackedDeviceIndex != OpenVR.k_unTrackedDeviceIndexInvalid)
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{
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for (int i = 0; i < objects.Length; i++)
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{
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if (i != objectIndex && indices[i] == trackedDeviceIndex)
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{
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var obj = objects[i];
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if (obj != null)
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obj.SetActive(false);
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indices[i] = OpenVR.k_unTrackedDeviceIndexInvalid;
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}
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}
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}
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// Only set when changed.
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if (trackedDeviceIndex != indices[objectIndex])
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{
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indices[objectIndex] = trackedDeviceIndex;
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var obj = objects[objectIndex];
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if (obj != null)
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{
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if (trackedDeviceIndex == OpenVR.k_unTrackedDeviceIndexInvalid)
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obj.SetActive(false);
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else
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{
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obj.SetActive(true);
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obj.BroadcastMessage("SetDeviceIndex", (int)trackedDeviceIndex, SendMessageOptions.DontRequireReceiver);
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}
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}
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}
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}
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// Keep track of assigned roles.
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private void OnTrackedDeviceRoleChanged(VREvent_t vrEvent)
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{
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Refresh();
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}
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// Keep track of connected controller indices.
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private void OnDeviceConnected(int index, bool connected)
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{
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bool changed = this.connected[index];
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this.connected[index] = false;
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if (connected)
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{
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var system = OpenVR.System;
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if (system != null)
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{
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var deviceClass = system.GetTrackedDeviceClass((uint)index);
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if (deviceClass == ETrackedDeviceClass.Controller ||
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deviceClass == ETrackedDeviceClass.GenericTracker)
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{
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this.connected[index] = true;
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changed = !changed; // if we clear and set the same index, nothing has changed
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}
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}
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}
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if (changed)
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Refresh();
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}
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public void Refresh()
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{
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int objectIndex = 0;
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var system = OpenVR.System;
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if (system != null)
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{
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leftIndex = system.GetTrackedDeviceIndexForControllerRole(ETrackedControllerRole.LeftHand);
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rightIndex = system.GetTrackedDeviceIndexForControllerRole(ETrackedControllerRole.RightHand);
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}
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// If neither role has been assigned yet, try hooking up at least the right controller.
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if (leftIndex == OpenVR.k_unTrackedDeviceIndexInvalid && rightIndex == OpenVR.k_unTrackedDeviceIndexInvalid)
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{
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for (uint deviceIndex = 0; deviceIndex < connected.Length; deviceIndex++)
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{
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if (objectIndex >= objects.Length)
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break;
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if (!connected[deviceIndex])
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continue;
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SetTrackedDeviceIndex(objectIndex++, deviceIndex);
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if (!assignAllBeforeIdentified)
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break;
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}
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}
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else
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{
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SetTrackedDeviceIndex(objectIndex++, (rightIndex < connected.Length && connected[rightIndex]) ? rightIndex : OpenVR.k_unTrackedDeviceIndexInvalid);
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SetTrackedDeviceIndex(objectIndex++, (leftIndex < connected.Length && connected[leftIndex]) ? leftIndex : OpenVR.k_unTrackedDeviceIndexInvalid);
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// Assign out any additional controllers only after both left and right have been assigned.
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if (leftIndex != OpenVR.k_unTrackedDeviceIndexInvalid && rightIndex != OpenVR.k_unTrackedDeviceIndexInvalid)
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{
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for (uint deviceIndex = 0; deviceIndex < connected.Length; deviceIndex++)
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{
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if (objectIndex >= objects.Length)
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break;
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if (!connected[deviceIndex])
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continue;
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if (deviceIndex != leftIndex && deviceIndex != rightIndex)
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{
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SetTrackedDeviceIndex(objectIndex++, deviceIndex);
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}
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}
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}
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}
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// Reset the rest.
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while (objectIndex < objects.Length)
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{
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SetTrackedDeviceIndex(objectIndex++, OpenVR.k_unTrackedDeviceIndexInvalid);
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}
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}
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}
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