Utilities¶
Summary¶
namespace
ovidVR::Utilities
namespace
ovidVR::Utilities::Keyboard
class
AdjustInteractableCircle
class
OvidVRParenting
Unity’s parenting is very usefull but in many cases impractical (e.g. Scaling issues). This script has nothing to do with Unity’s parenting. it just translates and rotates an object according to another gameobject’s transform.
class
RequestAuthorityForChildren
namespace ovidVR::Utilities
¶
Summary¶
class
ovidVR::Utilities::DestroyUtilities
Used for networking
class
ovidVR::Utilities::RenderModeChager
Changes Standard shader rendering mode property
class
ovidVR::Utilities::RequestAuthority
Used for networking.
class ovidVR::Utilities::DestroyUtilities
¶
Used for networking
Only the server can destroy network objects. When a network object is deleted on the server, it is deleted on all clients.
class ovidVR::Utilities::RenderModeChager
¶
Changes Standard shader rendering mode property
Rendering Modes: Opaque, Cutout, Fade, Transparent
class ovidVR::Utilities::RequestAuthority
¶
class ovidVR::Utilities::RequestAuthority
: public MonoBehaviour
Used for networking.
Player must have the authority to move an network object. Objects MUST have local player authority enabled!!!
On Client: This asks the server for permission to move an object. The server then marks that object as Kinematic the this client disables Kinematic and simulate physics for the object
On Server: The server accepts the authority request from a client and grants him permission for that objects manupulation. Marks the object Kinematic for himself. When the server grabs an object it sends a message to the client and starts simulating physics. The client enables Kinematic.
Summary¶
public bool
disableKinematicUpdate
public inline bool
GetSpawnedAsKinematic
()
public inline void
SetSpawnedAsKinematic
(bool spawnedKinematic)
public inline bool
GetEnableKinematicOnDetatch
()
public inline void
SetEnableKinematicOnDetach
(bool enableKinDetach)
Members¶
public bool
disableKinematicUpdate
¶
public inline bool
GetSpawnedAsKinematic
()
¶
public inline void
SetSpawnedAsKinematic
(bool spawnedKinematic)
¶
public inline bool
GetEnableKinematicOnDetatch
()
¶
public inline void
SetEnableKinematicOnDetach
(bool enableKinDetach)
¶
namespace ovidVR::Utilities::Keyboard
¶
Summary¶
class ovidVR::Utilities::Keyboard::KeyboardController
¶
class ovidVR::Utilities::Keyboard::KeyboardController
: public MonoBehaviour
Summary¶
{property}
KeyboardController
Get
Members¶
{property}
KeyboardController
Get
¶
class AdjustInteractableCircle
¶
class AdjustInteractableCircle
: public MonoBehaviour
Summary¶
public bool
UseCustomDropDistance
public string
TargetTransformName
public Transform
OvverideTargetTransform
public Transform
OvverideControllerTransform
public inline IEnumerator
Start
()
public inline void
RetargetTransform
(Transform _retarget)
Members¶
public bool
UseCustomDropDistance
¶
public string
TargetTransformName
¶
public Transform
OvverideTargetTransform
¶
public Transform
OvverideControllerTransform
¶
public inline void
RetargetTransform
(Transform _retarget)
¶
class OvidVRParenting
¶
class OvidVRParenting
: public MonoBehaviour
Unity’s parenting is very useful but in many cases impractical (e.g. Scaling issues). This script has nothing to do with Unity’s parenting. it just translates and rotates an object according to another gameobject’s transform.
Basically regarding Translation and Rotation it works like Unity’s parenting, without the need for the gameobject to be attached to another one.
NOTICE after the game starts and the gameObject’s ovidVRparenting is in use, it’s scale SHOULD NOT be changed to avoid weird results in transformation
class RequestAuthorityForChildren
¶
class RequestAuthorityForChildren
: public MonoBehaviour
Summary¶
public bool
disableKinematicUpdate