UxrTeleportLocomotion Class
Standard locomotion using an arc projected from the controllers.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrLocomotion)
UltimateXR.Core.Components.Composite.UxrAvatarComponent(UxrLocomotion)
UltimateXR.Locomotion.UxrLocomotion
UltimateXR.Locomotion.UxrTeleportLocomotionBase
UltimateXR.Locomotion.UxrTeleportLocomotion
Namespace: UltimateXR.Locomotion
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrTeleportLocomotion : UxrTeleportLocomotionBase
The UxrTeleportLocomotion type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrTeleportLocomotion |
Properties
Name | Description | |
---|---|---|
CanBackStep | Gets whether the avatar can currently receive input to step backwards. (Overrides UxrTeleportLocomotionBase.CanBackStep.) | |
CanRotate | Gets whether the avatar can currently receive input to rotate around. (Overrides UxrTeleportLocomotionBase.CanRotate.) | |
IsSmoothLocomotion |
Gets whether the locomotion updates the avatar each frame. An example of smooth locomotion is UxrSmoothLocomotion where the user moves the avatar in an identical way to a FPS video-game. An example of non-smooth locomotion is UxrTeleportLocomotion where the avatar is moved only on specific occasions. The smooth locomotion concept should not be confused with the ability to move the head around each frame. Smooth locomotion refers to the avatar position, which is determined by the avatar’s root GameObject. It should also not be confused with the ability to perform teleportation in a smooth way. Even if some teleportation locomotion methods can teleport using smooth transitions, it should not be considered as smooth locomotion. The smooth locomotion property can be used to determine whether certain operations, such as LOD switching, should be processed each frame or only when the avatar position changed. (Overrides UxrLocomotion.IsSmoothLocomotion.) |
Methods
Name | Description | |
---|---|---|
Awake | Initializes the component. (Overrides UxrTeleportLocomotionBase.Awake().) | |
CancelTarget | Cancels the current teleport target. When overriden in child classes the base class should be called too. (Overrides UxrTeleportLocomotionBase.CancelTarget().) | |
OnEnable | Resets the component when enabled. (Overrides UxrTeleportLocomotionBase.OnEnable().) | |
UpdateTeleportLocomotion | Can be overriden in child classes to execute the additional per-frame teleport locomotion logic. (Overrides UxrTeleportLocomotionBase.UpdateTeleportLocomotion().) |
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.) |