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OVRScenePlane Class

Extends MonoBehaviour, IOVRSceneComponent
A OVRSceneAnchor that has a 2D bounds associated with it.
Examples of scene anchors that would be associated with this component include Wall, Floor, and Ceiling.
OVRSceneManager and associated classes are deprecated (v65), please use MR Utility Kit" instead.

Properties

The plane's width (in the local X-direction), in meters.
The plane's height (in the local Y-direction), in meters.
The offset of the plane with respect to the anchor's pivot as a Vector2.
The offset is mostly zero, as objects have the anchor's pivot aligned with centroid of the plane.The Offset is provided in the local coordinate space of the children. See to see the transformation of Unity and OpenXR coordinate systems.
The dimensions of the plane as a Vector2.
This property corresponds to a Vector whose components are (Width, Height).
The vertices of the 2D plane boundary as list of Vector2.
The vertices are provided in clockwise order and in plane-space (relative to the plane's local space). The X and Y coordinates of the 2D coordinates are the same as the 3D coordinates. To map the 2D vertices (x, y) to 3D, set the Z coordinate to zero: (x, y, 0).
Whether the child transforms will be scaled according to the dimensions of this plane.
If set to True, all the child transforms will be scaled to the dimensions of this plane immediately. And, if it's set to False, dimensions of this plane will no longer affect the child transforms, and child transforms will retain their current scale. This can be controlled further by using a . Note: if the current game object also contains a , then the volume's scale will take precedence.
Whether the child transforms will be offset according to the offset of this plane.
If set to True, all the child transforms will be offset to the offset of this plane immediately. And, if it's set to False, offsets of this plane will no longer affect the child transforms, and child transforms will retain their current offset. This can be controlled further by using a . Note: if the current game object also contains a , then the volume's offset will take precedence.
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