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Class HVRCameraRig

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
HVRCameraRig
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
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UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
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UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
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Namespace: HurricaneVR.Framework.Core.Player
Assembly: HurricaneVR.Framework.dll
Syntax
public class HVRCameraRig : MonoBehaviour

Fields

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AdjustedCameraHeight

Floor offset height adjusted by the Standing camera scale (if any).

Declaration
public float AdjustedCameraHeight
Field Value
Type Description
System.Single
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Camera

HMD transform used to detect HMD movement at start

Declaration
[Header("Required Transforms")]
public Transform Camera
Field Value
Type Description
UnityEngine.Transform
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CameraScale

Camera's parent transform used to scale the camera and tracked device transforms when in standing mode.

Declaration
public Transform CameraScale
Field Value
Type Description
UnityEngine.Transform
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CameraYOffset

Manually setting this will raise / lower the HMD

Declaration
[Header("Manual Camera Offsetting")]
[Tooltip("Manually modify the camera height if needed")]
public float CameraYOffset
Field Value
Type Description
System.Single
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DebugCalibMode

None - no initial calibration HMDMoved - Calibrates the height after the HMD moves more than DebugCalibMovedThreshold . Immediately - Calibrates height immediately

Declaration
public HVRDebugCalibrate DebugCalibMode
Field Value
Type Description
HVRDebugCalibrate
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DebugCalibMovedThreshold

When DebugCalibMode is HMDMoved - how much the HMD needs to move at start to trigger the auto calibration

Declaration
public float DebugCalibMovedThreshold
Field Value
Type Description
System.Single
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DebugKeyboardIncrement

Declaration
public float DebugKeyboardIncrement
Field Value
Type Description
System.Single
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DebugKeyboardOffset

Declaration
[Header("Debug Height Offsets")]
[Tooltip("If true, use up and down arrow to change YOffset to help with testing.")]
public bool DebugKeyboardOffset
Field Value
Type Description
System.Boolean
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DebugKeyboardRecalibrate

If true the height can be calibrated using the RelicbrateKey

Declaration
public bool DebugKeyboardRecalibrate
Field Value
Type Description
System.Boolean
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EyeHeight

Used with height calibration to define the virtual player's HMD sight line.

Declaration
[FormerlySerializedAs("PlayerHeight")]
[Tooltip("Height of the virtual player")]
public float EyeHeight
Field Value
Type Description
System.Single
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FloorOffset

Camera rig child used to offset the Y height of the HMD.

Declaration
public Transform FloorOffset
Field Value
Type Description
UnityEngine.Transform
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HeightKey

Declaration
public const string HeightKey = "SaveHVRHeight"
Field Value
Type Description
System.String
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PlayerControllerYOffset

Set by the player controller to raise / lower the camera rig when performing a input driven crouch.

Declaration
[Header("For Debugging Display only")]
public float PlayerControllerYOffset
Field Value
Type Description
System.Single
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SaveCalibrationHeight

Declaration
[Header("Debug Height Calibration")]
[Tooltip("Calibration height is saved to player prefs when height is calibrated.")]
public bool SaveCalibrationHeight
Field Value
Type Description
System.Boolean
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SitStanding

Sitting - FloorOffset height is adjusted based on the difference between the HMD height and the EyeHeight. Standing - CameraScale is scaled based on the ratio of EyeHeight / HMD height. PlayerHeight - No offsetting or scaling performed.

Declaration
[Tooltip("Sitting or standing mode")]
public HVRSitStand SitStanding
Field Value
Type Description
HVRSitStand
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SittingOffset

Delta between the hmd height and the EyeHeight

Declaration
public float SittingOffset
Field Value
Type Description
System.Single

Properties

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IsMine

Set to false on player prefab clones if using multiplayer frameworks like PUN

Declaration
public bool IsMine { get; set; }
Property Value
Type Description
System.Boolean

Methods

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Calibrate()

Calibrates the height using the HMD height.

Declaration
public void Calibrate()
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CalibrateFromSaved()

Declaration
protected virtual void CalibrateFromSaved()
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CalibrateHeight(Single)

Calibrates the camera rig height.

Declaration
public virtual void CalibrateHeight(float height)
Parameters
Type Name Description
System.Single height

Height to compare against - usually the HMD device height or a saved value from a prior calibration.

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GetYOffset()

Returns the Y offset to apply to the camera rig.

Declaration
protected virtual float GetYOffset()
Returns
Type Description
System.Single
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SetSitStandMode(HVRSitStand)

Updates the height calibration mode and forces a height calibration that uses the HMD height.

Declaration
public void SetSitStandMode(HVRSitStand sitStand)
Parameters
Type Name Description
HVRSitStand sitStand
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Start()

Declaration
protected virtual void Start()
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Update()

Declaration
protected virtual void Update()

Extension Methods

HVRUtilities.GetRelativeValues(Component, Transform, out Vector3, out Quaternion)
HVRUtilities.GetRelativeValues(Component, Component, out Vector3, out Quaternion)
HVRUtilities.GetRelativeRotation(Component, Quaternion)
VRUtilities.GetRigidbody(MonoBehaviour)
VRUtilities.GetCopyOf<T>(Component, T)
CoroutineExtensions.ExecuteNextUpdate(MonoBehaviour, Action)
CoroutineExtensions.ExecuteAfterSeconds(MonoBehaviour, Action, Single)
CoroutineExtensions.ExecuteAfterSecondsUnscaled(MonoBehaviour, Action, Single)
CoroutineExtensions.ExecuteAfterFixedUpdate(MonoBehaviour, Action)
CoroutineExtensions.ExecuteAfterFixedUpdates(MonoBehaviour, Action, Int32)
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