namespace Oculus.Platform.Samples.VrHoops { using UnityEngine; using System.Collections; // An AI Player just shoots a ball forward with some random delay. public class AIPlayer : Player { void FixedUpdate () { if (HasBall) { // add a little randomness to the shoot rate so the AI's don't look synchronized if (Random.Range(0f, 1f) < 0.03f) { ShootBall(); } } else { CheckSpawnBall(); } } } }