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

Summary

enum BlendMode Available render modes for standard shader

Members

enum BlendMode

Opaque
Cutout
Fade
Transparent

Available render modes for standard shader

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 inline bool GetSpawnedAsKinematic()
public inline void SetSpawnedAsKinematic(bool spawnedKinematic)
public inline bool GetEnableKinematicOnDetatch()
public inline void SetEnableKinematicOnDetach(bool enableKinDetach)

namespace ovidVR::Utilities::Keyboard

class ovidVR::Utilities::Keyboard::KeyboardController

class ovidVR::Utilities::Keyboard::KeyboardController
  : public MonoBehaviour

Summary

{property} KeyboardController Get

Members

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 string TargetTransformName
public Transform OvverideTargetTransform
public inline IEnumerator Start()
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

Summary

{property} bool StopParenting

public Transform parentTransform

Members

{property} bool StopParenting
public Transform parentTransform

class RequestAuthorityForChildren

class RequestAuthorityForChildren
  : public MonoBehaviour

Summary

public bool disableKinematicUpdate

Members