-
Notifications
You must be signed in to change notification settings - Fork 1
Controller tooltips
The controller tooltips feature makes the player's hands turn into Quest hand controllers when within grabbing distance of a configured object. The buttons that are used to interact with the object are then labelled with the corresponding action. Each hand's vicinity is scanned for such objects several times a second, and the closest object determines which buttons and actions to label. This feature is toggled from the Main Menu's controller tooltip toggle
- Always label teleport: Toggles whether the left hand controller's stick will be labelled as "teleport" when not intersecting with objects. See Main Menu accessibility page.
First place the prefab ControllerToolTipManager into the scene, then drag the scene's Main Menu instance into the Main Menu field:
To make tooltips appear, add the script ControllerTooltipActivator.cs as a component of the object, and map an action to the desired buttons:

To make an object hide an intersecting hand's tooltips, give it the tag "ControllerTooltipDeactivator":

Authors:
Trym Lund Flogard
Emil Aron Andresen Mathiesen
Tor Jacob Neple
Quynh-Lan Nguyen Pham
Markus Aleksander Råkil Johansen
Jon Pape Hallem
Herman Sætre
Mikkel Emil Lange Friis
Peter Olai Johnsen
The reception scene is the first scene the player will find themselves in after the application has started. It serves as a central hub between the different work place scenarios.
The fish laboratory is a subsystem of blue-sector, which runs a simulation of tasks related to analysing the health of the salmon population in a fish farm.
The fish factory is a subsystem of blue-sector, which runs a simulation of several tasks at a farmed Atlantic salmon processing facility.
Fish feeding is a subsystem of blue-sector, which runs a simulation of feeding salmon in a fish farming facility.
This section is related to the improvements to the NPC AI functionality and the connecting system that it now works with.