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JointAdjustment Class

Allows you to tweak joint movements after the OVRUnityHumanoidSkeletonRetargeter has retargeted to a character.
If the retargeted result is unsatisfactory, you can use this field to affect the final output.

Fields

Maps to the Unity Humanoid joint that can be adjusted using position or rotation-based tweaks.
The position change to apply to the joint, post-retargeting, in world-space.
Defaults to the zero vector.
The rotation change to apply to the joint, post-retargeting, in world-space.
Defaults to the Quaternion identity. NOTE: This is deprecated, please use .
Allows accumulating a series of rotations to be applied to a joint, post-retargeting.
These values are accumulated and stored in JointAdjustment.PrecomputedRotationTweaks.
Use this to disable rotational retargeting on the target joint, so that the target's rotation values are not affected by body tracking.
Use this to disable positional retargeting on the target joint, so that the target's position values are not affected by body tracking.
Allows mapping this human body bone to a (full body) OVRSkeleton bone different from the standard value.
An OVRHumanBodyBonesMappings.FullBodyTrackingBoneId.NoOverride value indicates to not override the default mapping; OVRHumanBodyBonesMappings.FullBodyTrackingBoneId.Remove means to exclude the bone from retargeting. This cannot be changed at runtime.
Allows mapping this human body bone to a (half body) OVRSkeleton bone different from the standard value.
An OVRHumanBodyBonesMappings.BodyTrackingBoneId.NoOverride value indicates to not override the default mapping; OVRHumanBodyBonesMappings.BodyTrackingBoneId.Remove means to exclude the bone from retargeting. This cannot be changed at runtime.

Properties

Precomputed accumulated rotations, derived from JointAdjustment.RotationTweaks.

Member Functions

Precompute rotation tweaks by accumulating them and storing them into JointAdjustment.PrecomputedRotationTweaks.
Using the precomputed value is faster at runtime than accumulating the quaternions during each frame.
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