_started
: bool |
Signature
bool Oculus.Interaction.Locomotion.FirstPersonLocomotor._started |
_whenLocomotionEventHandled
: Action< LocomotionEvent, Pose > |
Signature
Action<LocomotionEvent, Pose> Oculus.Interaction.Locomotion.FirstPersonLocomotor._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.FirstPersonLocomotor.IgnoringVelocity |
IsCrouching
: bool |
Indicates whether the character is crouching
Signature
bool Oculus.Interaction.Locomotion.FirstPersonLocomotor.IsCrouching |
IsGrounded
: bool |
Indicates whether the character was detected as grounded after the last move.
Signature
bool Oculus.Interaction.Locomotion.FirstPersonLocomotor.IsGrounded |
IsRunning
: bool |
Indicates whether the character is running
Signature
bool Oculus.Interaction.Locomotion.FirstPersonLocomotor.IsRunning |
Acceleration
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.Acceleration |
AirDamping
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.AirDamping |
AutoUpdateHeight
: bool
[Get][Set] |
Signature
bool Oculus.Interaction.Locomotion.FirstPersonLocomotor.AutoUpdateHeight |
CoyoteTime
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.CoyoteTime |
CrouchHeightOffset
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.CrouchHeightOffset |
CrouchSpeedFactor
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.CrouchSpeedFactor |
DefaultHeight
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.DefaultHeight |
ExitHotspotDistance
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.ExitHotspotDistance |
FlattenInputVelocity
: bool
[Get][Set] |
Signature
bool Oculus.Interaction.Locomotion.FirstPersonLocomotor.FlattenInputVelocity |
GravityFactor
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.GravityFactor |
GroundDamping
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.GroundDamping |
HeightOffset
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.HeightOffset |
InputVelocityStabilization
: AnimationCurve
[Get][Set] |
Signature
AnimationCurve Oculus.Interaction.Locomotion.FirstPersonLocomotor.InputVelocityStabilization |
JumpDamping
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.JumpDamping |
JumpForce
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.JumpForce |
MaxWallPenetrationDistance
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.MaxWallPenetrationDistance |
RunningSpeedFactor
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.RunningSpeedFactor |
SpeedFactor
: float
[Get][Set] |
Signature
float Oculus.Interaction.Locomotion.FirstPersonLocomotor.SpeedFactor |
Velocity
: Vector3
[Get][Set] |
The current Velocity of the Locomotor.
Use the setter with caution, a LocomotionEvent of type Velocity is the preferred way of influencing the velocity of the character
Signature
Vector3 Oculus.Interaction.Locomotion.FirstPersonLocomotor.Velocity |
WhenLocomotionEventHandled
: Action< LocomotionEvent, Pose > |
Signature
Action<LocomotionEvent, Pose> Oculus.Interaction.Locomotion.FirstPersonLocomotor.WhenLocomotionEventHandled |
LastUpdate
()
|
Signature
virtual void Oculus.Interaction.Locomotion.FirstPersonLocomotor.LastUpdate() Returns void |
LateUpdate
()
|
Signature
virtual void Oculus.Interaction.Locomotion.FirstPersonLocomotor.LateUpdate() Returns void |
OnDisable
()
|
Signature
virtual void Oculus.Interaction.Locomotion.FirstPersonLocomotor.OnDisable() Returns void |
OnEnable
()
|
Signature
virtual void Oculus.Interaction.Locomotion.FirstPersonLocomotor.OnEnable() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.Locomotion.FirstPersonLocomotor.Start() Returns void |
Update
()
|
Signature
virtual void Oculus.Interaction.Locomotion.FirstPersonLocomotor.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.FirstPersonLocomotor.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.FirstPersonLocomotor.DisableMovement() Returns void |
EnableMovement
()
|
Re-enables movement if it was disabled.
Making sure grounding is working again.
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.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.FirstPersonLocomotor.HandleLocomotionEvent(LocomotionEvent locomotionEvent) Parameters Returns void |
InjectAllFirstPersonLocomotor
(
characterController
, playerEyes
, playerOrigin
)
|
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.InjectAllFirstPersonLocomotor(CharacterController characterController, Transform playerEyes, Transform playerOrigin) Parameters Returns void |
InjectCharacterController
(
characterController
)
|
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.InjectCharacterController(CharacterController characterController) Parameters characterController: CharacterControllerReturns void |
InjectOptionalContext
(
context
)
|
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.InjectOptionalContext(Context context) Parameters context: ContextReturns void |
InjectOptionalMaxStartGroundDistance
(
maxStartGroundDistance
)
|
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.InjectOptionalMaxStartGroundDistance(float maxStartGroundDistance) Parameters maxStartGroundDistance: floatReturns void |
InjectPlayerEyes
(
playerEyes
)
|
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.InjectPlayerEyes(Transform playerEyes) Parameters playerEyes: TransformReturns void |
InjectPlayerOrigin
(
playerOrigin
)
|
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.InjectPlayerOrigin(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.FirstPersonLocomotor.Jump() Returns void |
ResetPlayerToCharacter
()
|
Instantly moves the Player to the character position
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.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.FirstPersonLocomotor.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.FirstPersonLocomotor.SetDeltaTimeProvider(Func< float > deltaTimeProvider) Parameters deltaTimeProvider: Func< float >
A delegate that returns the time elapsed since the last frame.
Returns void |
SetTimeProvider
(
timeProvider
)
|
Sets a custom function that provides the current time in seconds.
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.SetTimeProvider(Func< float > timeProvider) Parameters timeProvider: Func< float >
A delegate that returns the current time in seconds.
Returns void |
ToggleCrouch
()
|
If the character is crouching it will stand up and vice versa
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.ToggleCrouch() Returns void |
ToggleRun
()
|
If the character is walking it will run and vice versa
Signature
void Oculus.Interaction.Locomotion.FirstPersonLocomotor.ToggleRun() Returns void |