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HeadLightLink

Plugins HeadLightLink

I changed the license from CC BY-NC to CC BY-SA. There are no changes other than the license. Sorry for the short update interval.
An error occurred when loading a scene that included HeadLightLink, and the "Set Parent Atom to [CameraRig]" button was not enabled. Thanks to @atani for pointing out the error.
Update (var6)
At the suggestion of @RedCooler, I added the ability to switch Parent Atom to [CameraRig] in Plugin's Custom UI. When using Embody, Atom including HeadLightLink may vibrate slightly, which may be improved by setting Parent Atom to [CameraRig].
I used @Stopper's LinkTriggers as a reference for how to switch the Parent Atom.
Update details (ver.5):
Added Tracker1 to Tracker8 to the "Choose Target" selection as suggested by @Origin69. This can actually be selected by people who don't have Tracker.
Use Tracker selection in VR mode. If you don't have Tracker, you can choose any number. If you have a tracker, I think an unused number is good, but I don't have a tracker, so I can't confirm if it works properly with a tracker. Please let me know if you have any problems.
The difference in behavior between when CenterEye is selected and when Tracker is selected is

CenterEye : Atom always moves in front of the player's line of sight when the player's head is moved.
Tracker: Atom does not move when the player moves his or her head, and is always in a fixed position relative to the player's virtual body. I think that the behavior is similar to when using this plugin in desktop mode.

In any case, if the player moves or rotates with the controller, Atom will follow.
Update:
1) If the rotation Y value is 0, the orientation of some atoms, such as the WebPanel, is on the back, so a "Reverse" toggle has been added to facilitate correction.
2) When the Atom is large, it was found that the entire Atom cannot be seen when the maximum value of position Z is 2, so the maximum value of position Z was changed to 10.

Attachments

  • HeadLigntLink UI4.jpg
    HeadLigntLink UI4.jpg
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