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PinchEnd.cs
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using System;
using UnityEngine;
using UniRx;
public class PinchEnd : MonoBehaviour
{
public OVRHand Hand;
[SerializeField] private Transform fingerTip;
void Start()
{
var finger = OVRHand.HandFinger.Index; //- declaring finger
bool IsFingerPinched () => Hand.GetFingerIsPinching(finger); //property to finger
var lastPinchStream = Observable.EveryUpdate().Select(_ => IsFingerPinched());
var currentPinchStream = Observable.EveryUpdate().Select(_ => IsFingerPinched()).Skip(1);
var pinchEnd = Observable.Zip(lastPinchStream, currentPinchStream).Where(p => p[0] && !p[1]);
pinchEnd.Subscribe(_ =>
{
CreateObjectAtEnd();
});
}
private void CreateObjectAtEnd(float size = 0.02f)
{
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Cube);
sphere.transform.position = fingerTip.position;
sphere.transform.localScale = Vector3.one * size;
}
}