namespace VR
This namespace contains:
| struct AnalogInput | Represents a VR analog input action (e.g. trigger) |
| struct AnalogInput2D | Represents a two-dimensional VR analog input action (e.g. joysticks) |
| struct DigitalInput | Represents a VR digital input action (e.g. X button) |
| struct FingerValue | Accessors for |
| struct MotionRange | |
| struct TrackedDeviceRole | |
| struct TrackedDeviceType | |
| class TrackedObject | Represents a physically tracked VR object with a transform |
| class VRAnchor | Updates the the VR anchor based on a GameObject's transform. |
| class VRController | Represents a VR controller, along with its transform, velocity, and inputs. |
| class VRHand | Updates the parameters on an on this GameObject based on the skeletal data from SteamVR. Useful for quick hand posing based on controller input. |
| struct VRHand.HandSources | Represents a controller to use when fetching skeletal data (finger curl/splay values) |
| struct VRHandJoint | |
| struct VRHandJointData | |
| class VRInput | |
| class VRModelRenderer | Renders a device-specific model for a VR device |
| struct VRModelRenderer.ModelSources | Represents a controller to use when fetching the model (which device) |
| class VROverlay | VR overlays draw over the top of the 3D scene, they will not be affected by lighting, post processing effects or anything else in the world. This makes them ideal for HUDs or menus, or anything else that should be local to the HMD or tracked devices.If you need something in the world, consider using WorldPanel and WorldInput instead. |
| class VROverlayPanel | A that draws and handles input of a .VR overlays draw over the top of the 3D scene, they will not be affected by lighting, post processing effects or anything else in the world. This makes them ideal for HUDs or menus, or anything else that should be local to the HMD or tracked devices.If you need something in the world, consider using WorldPanel and instead. |
| class VRTrackedObject | Updates this GameObject's transform based on a given tracked object (e.g. left controller, HMD). |
| struct VRTrackedObject.PoseSources | Represents tracked devices to use when updating |
| struct VRTrackedObject.TrackingTypes | Represents transform values to update |