Name | Summary |
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AvatarSystem | constructor() |
Name | Summary |
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systemManager | lateinit var systemManager: SystemManager The system manager that this system is associated with. |
Name | Summary |
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associateSystemManager | fun associateSystemManager(systemManager: SystemManager) Associates this system with a system manager, used in the Spatial SDK. |
delete | open override fun delete(entity: Entity) System should do any housekeeping based on entity being removed from the scene |
destroy | open fun destroy() System should clean up any and all resources for shutdown |
equals | open operator override fun equals(other: Any?): Boolean Checks if this system is equal to another object. |
execute | open override fun execute() System should perform all the operations based on relevant entities. |
getDependencies | open override fun getDependencies(): SystemDependencies? The system must run after the MeshCreationSystem, and before the PlayerBodyAttachmentSystem. |
getScene | fun getScene(): Scene Returns the scene that this system is associated with. |
hashCode | open override fun hashCode(): Int Returns the hash code of this system. |
setShowControllers | fun setShowControllers(showControllers: Boolean = true) Set the visibility of the controllers. |
setShowHands | fun setShowHands(showHands: Boolean = true) Set the visibility of the hands. By default, we show the hands wrapping around the controllers. If hands are set as visible while controllers are set as invisible, the hands will mimic natural poses while using the controller. |