From b93dac4c468019409d37f3285adc9b3d4abd4380 Mon Sep 17 00:00:00 2001 From: Masataka SUMI Date: Wed, 11 Oct 2023 18:40:22 +0900 Subject: [PATCH] Fix outer and inner limitation of eye direction in vrm-1.0 --- .../Components/LookAt/LookAtEyeDirectionApplicableToBone.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Assets/VRM10/Runtime/Components/LookAt/LookAtEyeDirectionApplicableToBone.cs b/Assets/VRM10/Runtime/Components/LookAt/LookAtEyeDirectionApplicableToBone.cs index 8d29ecd2b..dee0ac4ea 100644 --- a/Assets/VRM10/Runtime/Components/LookAt/LookAtEyeDirectionApplicableToBone.cs +++ b/Assets/VRM10/Runtime/Components/LookAt/LookAtEyeDirectionApplicableToBone.cs @@ -60,8 +60,8 @@ namespace UniVRM10 } else { - rightYaw = _horizontalOuter.Map(eyeDirection.Yaw); leftYaw = _horizontalInner.Map(eyeDirection.Yaw); + rightYaw = _horizontalOuter.Map(eyeDirection.Yaw); } float pitch; @@ -83,7 +83,7 @@ namespace UniVRM10 if (_rightEye != null) { _rightEye.localRotation = _rightEyePreMultiplyRotation * - Quaternion.Euler(pitch, leftYaw, 0) * + Quaternion.Euler(pitch, rightYaw, 0) * _rightEyePostMultiplyRotation; } }