Unity thing orientation is updated, but not correct yet

This commit is contained in:
Pascal Serrarens 2025-05-28 17:42:41 +02:00
parent 5ef609fd12
commit a9d7c6d145
2 changed files with 3 additions and 0 deletions

View File

@ -42,6 +42,8 @@ namespace RoboidControl.Unity {
Participant participant = remoteParticipant.AddComponent<Participant>(); Participant participant = remoteParticipant.AddComponent<Participant>();
participant.coreParticipant = e.participant; participant.coreParticipant = e.participant;
participant.coreParticipant.component = participant; participant.coreParticipant.component = participant;
participant.ipAddress = e.participant.ipAddress;
participant.port = e.participant.port;
break; break;
case ThingMsg.id: case ThingMsg.id:
HandleThingEvent(e); HandleThingEvent(e);

View File

@ -260,6 +260,7 @@ namespace RoboidControl.Unity {
/// This can update the position and/or orientation when the velocity of the thing is zero. /// This can update the position and/or orientation when the velocity of the thing is zero.
/// If a velocity is not zero, the position and/or orientation update will be ignored /// If a velocity is not zero, the position and/or orientation update will be ignored
protected virtual void HandlePose() { protected virtual void HandlePose() {
this.transform.localRotation = core.orientation.ToQuaternion();
if (core.linearVelocity.distance == 0) if (core.linearVelocity.distance == 0)
this.transform.localPosition = core.position.ToVector3(); this.transform.localPosition = core.position.ToVector3();
if (core.angularVelocity.distance == 0) if (core.angularVelocity.distance == 0)