转载一篇用htc vive手柄旋转物体的代码

using UnityEngine;
using System.Collections;

public class lalala : MonoBehaviour
{
    #region Value File
    [SerializeField]
    SteamVR_TrackedObject trackedObj;

    /// <summary>
    /// 想要移动的物体
    /// </summary>
    [SerializeField]
    Transform moveObj;

    //当前位置
    float currentPos = 0;
    //距离差
    float disCurrent = 0;

    //Y轴距当前位置
    float currentPosY = 0;
    //距离差
    float disCurrentY = 0;

    [Tooltip("设置旋转角度,默认为100")]
    public float setRotateAngle = 100.0f;
    [Tooltip("设置上下移动距离,默认为0.5")]
    public float setMoveDistance = 0.5f;
    #endregion
    #region MonoMathod
    private bool isOnin = false;
    // Use this for initialization
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

        currentPos = this.transform.position.x;
        currentPosY = this.transform.position.y;

        var decive = SteamVR_Controller.Input((int)trackedObj.index);

        if ((decive.GetPress(SteamVR_Controller.ButtonMask.Trigger))&&isOnin)
        {

            //moveObj.position = new Vector3(0, this.transform.position.y, 0);
            //moveObj.rotation = Quaternion.LookRotation(this.transform.position);
            //moveObj.Rotate(new Vector3(0, 0, 0));
            if (disCurrent > 0.001f)
            {
                print(111111);
                moveObj.Rotate(-Vector3.up * Time.deltaTime * setRotateAngle);
            }
            else if (disCurrent == 0)
            {
                return;
            }
            else if (disCurrent < -0.001f)
            {
                moveObj.Rotate(Vector3.up * Time.deltaTime * setRotateAngle);
            }

            //----------------------
            //if (disCurrentY > 0.005f)
            //{
            //    moveObj.Translate(Vector3.up * Time.deltaTime * setMoveDistance);
            //}
            //else if (disCurrentY == 0)
            //{
            //    return;
            //}
            //else if (disCurrentY < -0.005f)
            //{
            //    moveObj.Translate(-Vector3.up * Time.deltaTime * setMoveDistance);
            //}
        }
    }

    void FixedUpdate()
    {
        disCurrent = this.transform.position.x - currentPos;
        //disCurrentY = this.transform.position.y - currentPosY;
    }

    void Awake()
    {
        trackedObj = GetComponent<SteamVR_TrackedObject>();
    }
    #endregion
    private void OnTriggerEnter(Collider collision)
    {

        isOnin = true;
    }
    private void OnTriggerExit(Collider other)
    {
        isOnin = false;
    }
}

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转载自blog.csdn.net/u010476348/article/details/68922114
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