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WallPenetrationTunneling Class

Extends MonoBehaviour
This component will check the ray from the character logical head to the actual player tracked head for collisions.
If there is a collider between these two positions it means a wall or other occluding obstacle has been physically traspased and will apply a tunneling effect in the player's view that point them towards the exit of the collision.

Protected Fields

_started : bool
Signature
bool Oculus.Interaction.Locomotion.WallPenetrationTunneling._started

Properties

ExtraDistance : float
[Get][Set]
Signature
float Oculus.Interaction.Locomotion.WallPenetrationTunneling.ExtraDistance
IgnoreTag : string
[Get][Set]
Signature
string Oculus.Interaction.Locomotion.WallPenetrationTunneling.IgnoreTag
LayerMask : LayerMask
[Get][Set]
Signature
LayerMask Oculus.Interaction.Locomotion.WallPenetrationTunneling.LayerMask
PenetrationFov : AnimationCurve
[Get][Set]
Signature
AnimationCurve Oculus.Interaction.Locomotion.WallPenetrationTunneling.PenetrationFov

Protected Methods

Awake ()
Signature
virtual void Oculus.Interaction.Locomotion.WallPenetrationTunneling.Awake()
Returns
void
LateUpdate ()
Signature
virtual void Oculus.Interaction.Locomotion.WallPenetrationTunneling.LateUpdate()
Returns
void
Start ()
Signature
virtual void Oculus.Interaction.Locomotion.WallPenetrationTunneling.Start()
Returns
void

Methods

InjectAllWallPenetrationTunneling ( trackedPosition , logicalPosition , tunneling , maxCollidersCheck )
Signature
void Oculus.Interaction.Locomotion.WallPenetrationTunneling.InjectAllWallPenetrationTunneling(Transform trackedPosition, Transform logicalPosition, TunnelingEffect tunneling, int maxCollidersCheck)
Parameters
trackedPosition: Transform
logicalPosition: Transform
tunneling: TunnelingEffect
maxCollidersCheck: int
Returns
void
InjectLogicalPosition ( logicalPosition )
Signature
void Oculus.Interaction.Locomotion.WallPenetrationTunneling.InjectLogicalPosition(Transform logicalPosition)
Parameters
logicalPosition: Transform
Returns
void
InjectMaxCollidersCheck ( maxCollidersCheck )
Signature
void Oculus.Interaction.Locomotion.WallPenetrationTunneling.InjectMaxCollidersCheck(int maxCollidersCheck)
Parameters
maxCollidersCheck: int
Returns
void
InjectTrackedPosition ( trackedPosition )
Signature
void Oculus.Interaction.Locomotion.WallPenetrationTunneling.InjectTrackedPosition(Transform trackedPosition)
Parameters
trackedPosition: Transform
Returns
void
InjectTunneling ( tunneling )
Signature
void Oculus.Interaction.Locomotion.WallPenetrationTunneling.InjectTunneling(TunnelingEffect tunneling)
Parameters
tunneling: TunnelingEffect
Returns
void