class VROverlay

in global :: Sandbox . VR

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.


public bool Visible { get; set; }

Shows or hides the VR overlay.

public Transform Transform { get; set; }

Sets the transform to absolute tracking origin

public void SetTransformAbsolute( Transform transform )

Sets the transform to absolute tracking origin

public uint SortOrder { set; }

Sets the rendering sort order for the overlay.

public float Width { get; set; }

The width of the overlay quad. By default overlays are rendered on a quad that is 1 meter across.

public float Curvature { get; set; }

Use to draw overlay as a curved surface. Curvature is a percentage from (0..1] where 1 is a fully closed cylinder. For a specific radius, curvature can be computed as: overlay.width / (2 PI r).

public Color Color { get; set; }

Sets the color tint of the overlay quad. Use 0.0 to 1.0 per channel. Sets the alpha of the overlay quad. Use 1.0 for 100 percent opacity to 0.0 for 0 percent opacity.

public Texture Texture { get; set; }

Texture that is rendered on the overlay quad.

public Vector2 MouseScale { get; set; }

Sets the mouse scaling factor that is used for mouse events.

public void Dispose( )

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public Type GetType( )

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public string ToString( )

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public bool Equals( object obj )

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public int GetHashCode( )

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public VROverlay( )

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