ApertureDegrees
: float
[Get][Set] |
Signature
float Oculus.Interaction.ConicalFrustum.ApertureDegrees |
Direction
: Vector3
[Get] |
Signature
Vector3 Oculus.Interaction.ConicalFrustum.Direction |
EndPoint
: Vector3
[Get] |
Signature
Vector3 Oculus.Interaction.ConicalFrustum.EndPoint |
MaxLength
: float
[Get][Set] |
Signature
float Oculus.Interaction.ConicalFrustum.MaxLength |
MinLength
: float
[Get][Set] |
Signature
float Oculus.Interaction.ConicalFrustum.MinLength |
Pose
: Pose
[Get] |
Signature
Pose Oculus.Interaction.ConicalFrustum.Pose |
RadiusStart
: float
[Get][Set] |
Signature
float Oculus.Interaction.ConicalFrustum.RadiusStart |
StartPoint
: Vector3
[Get] |
Signature
Vector3 Oculus.Interaction.ConicalFrustum.StartPoint |
ConeFrustumRadiusAtLength
(
length
)
|
Signature
float Oculus.Interaction.ConicalFrustum.ConeFrustumRadiusAtLength(float length) Parameters length: floatReturns float |
HitsCollider
(
collider
, score
, point
)
|
Signature
bool Oculus.Interaction.ConicalFrustum.HitsCollider(Collider collider, out float score, out Vector3 point) Parameters collider: Colliderscore: out floatpoint: out Vector3Returns bool |
IsPointInConeFrustum
(
point
)
|
Signature
bool Oculus.Interaction.ConicalFrustum.IsPointInConeFrustum(Vector3 point) Parameters point: Vector3Returns bool |
NearestColliderHit
(
collider
, score
)
|
Signature
Vector3 Oculus.Interaction.ConicalFrustum.NearestColliderHit(Collider collider, out float score) Parameters collider: Colliderscore: out floatReturns Vector3 |