BlockCheckOrigin
: Transform
[Get][Set] |
Optional.
When assigned, the segment from this point to the arc origin will check for blockers. You can assign it to a physics hand to prevent users from teleporting when clipping the arc through a wall.
Signature
Transform Oculus.Interaction.Locomotion.TeleportCandidateComputer.BlockCheckOrigin |
EqualDistanceThreshold
: float
[Get][Set] |
(Meters, World) The threshold below which distances to a interactable are treated as equal for the purposes of ranking.
Signature
float Oculus.Interaction.Locomotion.TeleportCandidateComputer.EqualDistanceThreshold |
Awake
()
|
Signature
virtual void Oculus.Interaction.Locomotion.TeleportCandidateComputer.Awake() Returns void |
ComputeCandidate
(
TeleportArc
, interactables
, tiebreaker
, hitPose
)
|
Signature
virtual TeleportInteractable Oculus.Interaction.Locomotion.TeleportCandidateComputer.ComputeCandidate(IPolyline TeleportArc, in InteractableSet interactables, ComputeCandidateTiebreakerDelegate tiebreaker, out TeleportHit hitPose) Parameters TeleportArc: IPolylineinteractables: in InteractableSettiebreaker: ComputeCandidateTiebreakerDelegatehitPose: out TeleportHitReturns TeleportInteractable |