@@ -28,15 +28,15 @@ public struct RaycastResult
2828
2929 private bool hasLoggedGazeManagerError ;
3030
31- protected virtual void Awake ( )
31+ protected virtual void Start ( )
3232 {
33- if ( ( GazeManager . Instance . RaycastLayerMask & this . gameObject . layer ) = = 0 )
33+ if ( ( GazeManager . Instance . RaycastLayerMask & ( 1 << gameObject . layer ) ) ! = 0 )
3434 {
3535 Debug . LogError ( "The cursor has a layer that is checked in the GazeManager's Raycast Layer Mask. Change the cursor layer (e.g.: to Ignore Raycast) or uncheck the layer in GazeManager: " +
36- LayerMask . LayerToName ( this . gameObject . layer ) ) ;
36+ LayerMask . LayerToName ( gameObject . layer ) ) ;
3737 }
3838
39- meshRenderer = this . gameObject . GetComponent < MeshRenderer > ( ) ;
39+ meshRenderer = gameObject . GetComponent < MeshRenderer > ( ) ;
4040
4141 if ( meshRenderer == null )
4242 {
@@ -48,7 +48,7 @@ protected virtual void Awake()
4848 meshRenderer . enabled = false ;
4949
5050 // Cache the cursor default rotation so the cursor can be rotated with respect to the original orientation.
51- cursorDefaultRotation = this . gameObject . transform . rotation ;
51+ cursorDefaultRotation = gameObject . transform . rotation ;
5252 }
5353
5454 protected virtual RaycastResult CalculateRayIntersect ( )
@@ -83,11 +83,11 @@ protected virtual void LateUpdate()
8383 meshRenderer . enabled = rayResult . Hit ;
8484
8585 // Place the cursor at the calculated position.
86- this . gameObject . transform . position = rayResult . Position + rayResult . Normal * DistanceFromCollision ;
86+ gameObject . transform . position = rayResult . Position + rayResult . Normal * DistanceFromCollision ;
8787
8888 // Reorient the cursor to match the hit object normal.
89- this . gameObject . transform . up = rayResult . Normal ;
90- this . gameObject . transform . rotation *= cursorDefaultRotation ;
89+ gameObject . transform . up = rayResult . Normal ;
90+ gameObject . transform . rotation *= cursorDefaultRotation ;
9191 }
9292 }
9393}
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