fixed stuff for steamvr openxr to not crash

This commit is contained in:
MalekiRe
2023-09-09 21:43:06 -07:00
parent 6d60b55b02
commit aca80bade3
4 changed files with 21 additions and 8 deletions

View File

@@ -81,18 +81,17 @@ fn hands(
frame_state: Res<XrFrameState>,
xr_input: Res<XrInput>,
) {
let frame_state = *frame_state.lock().unwrap();
let mut func = || -> anyhow::Result<()> {
let frame_state = *frame_state.lock().unwrap();
let right_controller = oculus_controller
.grip_space
.right
.relate(&**&xr_input.stage, frame_state.predicted_display_time)
.unwrap();
.relate(&**&xr_input.stage, frame_state.predicted_display_time)?;
let left_controller = oculus_controller
.grip_space
.left
.relate(&**&xr_input.stage, frame_state.predicted_display_time)
.unwrap();
.relate(&**&xr_input.stage, frame_state.predicted_display_time)?;
gizmos.rect(
right_controller.0.pose.position.to_vec3(),
right_controller.0.pose.orientation.to_quat(),
@@ -105,4 +104,8 @@ fn hands(
Vec2::new(0.05, 0.2),
Color::YELLOW_GREEN,
);
Ok(())
};
let _ = func();
}