_started
: bool |
Signature
bool Oculus.Interaction.Locomotion.CapsuleLocomotionHandler._started |
_whenLocomotionEventHandled
: Action< LocomotionEvent, Pose > |
Signature
Action<LocomotionEvent, Pose> Oculus.Interaction.Locomotion.CapsuleLocomotionHandler._whenLocomotionEventHandled |
IgnoringVelocity
: bool |
Velocity movements can be disabled either by calling DisableMovement or teleporting to a Hostpot that sets the Head (instead of the feet) to a specific pose.
Signature
bool Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.IgnoringVelocity |
IsCrouching
: bool |
Indicates whether the character is crouching
Signature
bool Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.IsCrouching |
IsGrounded
: bool |
Indicates whether the character was detected as grounded after the last move.
Signature
bool Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.IsGrounded |
IsRunning
: bool |
Indicates whether the character is running
Signature
bool Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.IsRunning |
Acceleration
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.Acceleration |
AirDamping
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.AirDamping |
AutoUpdateHeight
: bool
[Get][Set] |
Signature
bool Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.AutoUpdateHeight |
CrouchHeightOffset
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.CrouchHeightOffset |
CrouchSpeedFactor
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.CrouchSpeedFactor |
DefaultHeight
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.DefaultHeight |
ExitHotspotDistance
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.ExitHotspotDistance |
GravityFactor
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.GravityFactor |
GroundDamping
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.GroundDamping |
HeightOffset
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.HeightOffset |
JumpDamping
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.JumpDamping |
JumpForce
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.JumpForce |
LayerMask
: LayerMask
[Get][Set] |
Signature
LayerMask Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.LayerMask |
MaxReboundSteps
: int
[Get][Set] |
Signature
int Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.MaxReboundSteps |
MaxSlopeAngle
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.MaxSlopeAngle |
MaxStep
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.MaxStep |
MaxWallPenetrationDistance
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.MaxWallPenetrationDistance |
RunningSpeedFactor
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.RunningSpeedFactor |
SkinWidth
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.SkinWidth |
SpeedFactor
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.SpeedFactor |
WhenLocomotionEventHandled
: Action< LocomotionEvent, Pose > |
Signature
Action<LocomotionEvent, Pose> Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.WhenLocomotionEventHandled |
LastUpdate
()
|
Signature
virtual void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.LastUpdate() Returns void |
LateUpdate
()
|
Signature
virtual void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.LateUpdate() Returns void |
OnDisable
()
|
Signature
virtual void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.OnDisable() Returns void |
OnEnable
()
|
Signature
virtual void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.OnEnable() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.Start() Returns void |
Update
()
|
Signature
virtual void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.Update() Returns void |
Crouch
(
crouch
)
|
When true, it will enable crouching by applying the crouch height offset to the character and using the crouch speed factor for movement
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.Crouch(bool crouch) Parameters crouch: bool
True to crouch, false to stand up
Returns void |
DisableMovement
()
|
Disables grounding and velocity movements.
Preventing the character from catching up to the player, sliding or falling.
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.DisableMovement() Returns void |
EnableMovement
()
|
Re-enables movement if it was disabled.
Making sure grounding is working again.
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.EnableMovement() Returns void |
HandleLocomotionEvent
(
locomotionEvent
)
|
Processes an incoming locomotion event and applies the appropriate transformations or state changes based on the event type.
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.HandleLocomotionEvent(LocomotionEvent locomotionEvent) Parameters Returns void |
InjectAllCapsuleLocomotionHandler
(
capsule
)
|
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.InjectAllCapsuleLocomotionHandler(CapsuleCollider capsule) Parameters capsule: CapsuleColliderReturns void |
InjectCapsule
(
capsule
)
|
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.InjectCapsule(CapsuleCollider capsule) Parameters capsule: CapsuleColliderReturns void |
InjectOptionalPlayerEyes
(
playerEyes
)
|
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.InjectOptionalPlayerEyes(Transform playerEyes) Parameters playerEyes: TransformReturns void |
InjectOptionalPlayerOrigin
(
playerOrigin
)
|
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.InjectOptionalPlayerOrigin(Transform playerOrigin) Parameters playerOrigin: TransformReturns void |
Jump
()
|
Jump vertically if it the character grounded.
If the character is crouching it will stand up instead.
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.Jump() Returns void |
ResetPlayerToCharacter
()
|
Instantly moves the Player to the character position
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.ResetPlayerToCharacter() Returns void |
Run
(
run
)
|
When true, it will enable running by applying the running speed factor to the movement
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.Run(bool run) Parameters run: boolReturns void |
SetDeltaTimeProvider
(
deltaTimeProvider
)
|
Sets a custom function that returns the last delta time in seconds.
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.SetDeltaTimeProvider(Func< float > deltaTimeProvider) Parameters deltaTimeProvider: Func< float >
A delegate that returns the time elapsed since the last frame.
Returns void |
ToggleCrouch
()
|
If the character is crouching it will stand up and vice versa
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.ToggleCrouch() Returns void |
ToggleRun
()
|
If the character is walking it will run and vice versa
Signature
void Oculus.Interaction.Locomotion.CapsuleLocomotionHandler.ToggleRun() Returns void |