UxrCameraWallFade Class
Component added to a camera that enables to fade the camera to black whenever the user tries to stick the head inside geometry. It is used to prevent peeking through walls. It is also often consulted by UxrLocomotion components to check whether the avatar can move around in order to prevent cheating through walls.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrCameraWallFade)
UltimateXR.Core.Components.Composite.UxrAvatarComponent(UxrCameraWallFade)
UltimateXR.CameraUtils.UxrCameraWallFade
Namespace: UltimateXR.CameraUtils
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
[RequireComponent(typeof(Camera))]
public class UxrCameraWallFade : UxrAvatarComponent<UxrCameraWallFade>
The UxrCameraWallFade type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrCameraWallFade |
Properties
Name | Description | |
---|---|---|
IsInsideWall | Gets whether the camera is currently inside a wall. | |
Mode | Gets or sets the current working mode. |
Methods
Name | Description | |
---|---|---|
Awake | Initializes the component. (Overrides UxrAvatarComponent<T>.Awake().) | |
IsAvatarPeekingThroughGeometry | Checks whether an avatar is currently peeking through geometry. The camera object requires to have an UxrCameraFade in order to work. | |
OnDisable | Unsubscribes from events. (Overrides UxrComponent<T>.OnDisable().) | |
OnEnable | Subscribes to events. It also initializes the component so that whenever it is enabled, it is considered as being “outside”. (Overrides UxrComponent<T>.OnEnable().) |
Extension Methods
Name | Description | |
---|---|---|
CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) | |
GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) | |
GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) | |
GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) | |
GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) | |
LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) | |
SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) | |
ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) | |
ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) | |
ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |