_started
: bool |
Signature
bool Oculus.Interaction.Locomotion.PlayerLocomotor._started |
WhenLocomotionEventHandled
: Action< LocomotionEvent, Pose > |
Signal indicating a LocomotionEvent has been handled, including the event itself and the new player pose resultant from the handling of that event.
Because this signal is on a per-event basis, this can be invoked multiple times in the same frame.
Signature
Action<LocomotionEvent, Pose> Oculus.Interaction.Locomotion.PlayerLocomotor.WhenLocomotionEventHandled |
Start
()
|
Signature
virtual void Oculus.Interaction.Locomotion.PlayerLocomotor.Start() Returns void |
HandleLocomotionEvent
(
locomotionEvent
)
|
Consumes a LocomotionEvent, canonically directly from an ILocomotionEventBroadcaster.
This event is not acted upon immediately, but is cached for consumption at the end of the frame when PlayerLocomotor processes all incoming events at once.
Signature
void Oculus.Interaction.Locomotion.PlayerLocomotor.HandleLocomotionEvent(LocomotionEvent locomotionEvent) Parameters Returns void |
InjectAllPlayerLocomotor
(
playerOrigin
, playerHead
)
|
Injects all required dependencies for a dynamically instantiated PlayerLocomotor; effectively wraps InjectPlayerOrigin(Transform) and InjectPlayerHead(Transform).
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.Locomotion.PlayerLocomotor.InjectAllPlayerLocomotor(Transform playerOrigin, Transform playerHead) Parameters playerOrigin: TransformplayerHead: TransformReturns void |
InjectPlayerHead
(
playerHead
)
|
Sets the player's head transform for a dynamically instantiated PlayerLocomotor.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.Locomotion.PlayerLocomotor.InjectPlayerHead(Transform playerHead) Parameters playerHead: TransformReturns void |
InjectPlayerOrigin
(
playerOrigin
)
|
Sets the player's origin transform for a dynamically instantiated PlayerLocomotor.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.Locomotion.PlayerLocomotor.InjectPlayerOrigin(Transform playerOrigin) Parameters playerOrigin: TransformReturns void |