VR Interaction Framework  1.0
A vr framework for the Oculus Quest
BNG.CharacterIK Class Reference

This Component allows a generic humanoid rig to follow the Player's controller's and HMD using Unity's IK system More...

Inheritance diagram for BNG.CharacterIK:

Public Attributes

Transform FollowLeftController
 The Left Controller our Left Hand IK should track More...
 
Transform FollowRightController
 The Right Controller our Right Hand IK should track More...
 
Transform FollowLeftFoot
 
Transform FollowRightFoot
 
Transform FollowHead
 
Transform HMDPosition
 The Eye / HMD to track for head and body movement More...
 
float FootYPosition = 0
 Character's IK Feet will move up to this position. More...
 
bool IKActive = true
 If false the IK layers will be deactivated More...
 
bool IKFeetActive = true
 Should the player's feet follow our given Y axis using IK More...
 
bool HideHead = true
 
bool HideLeftArm = false
 
bool HideRightArm = false
 
bool HideLeftHand = false
 
bool HideRightHand = false
 
bool HideLegs = false
 
Transform HipsJoint
 The Hips joint of the Character. More...
 
CharacterController FollowPlayer
 The player our Body will follow More...
 
Vector3 BodyOffset = new Vector3(0, -0.6f, -0.1f)
 Offset Player's body from the Character Controller More...
 

Detailed Description

This Component allows a generic humanoid rig to follow the Player's controller's and HMD using Unity's IK system

Member Data Documentation

◆ BodyOffset

Vector3 BNG.CharacterIK.BodyOffset = new Vector3(0, -0.6f, -0.1f)

Offset Player's body from the Character Controller

◆ FollowHead

Transform BNG.CharacterIK.FollowHead

◆ FollowLeftController

Transform BNG.CharacterIK.FollowLeftController

The Left Controller our Left Hand IK should track

◆ FollowLeftFoot

Transform BNG.CharacterIK.FollowLeftFoot

◆ FollowPlayer

CharacterController BNG.CharacterIK.FollowPlayer

The player our Body will follow

◆ FollowRightController

Transform BNG.CharacterIK.FollowRightController

The Right Controller our Right Hand IK should track

◆ FollowRightFoot

Transform BNG.CharacterIK.FollowRightFoot

◆ FootYPosition

float BNG.CharacterIK.FootYPosition = 0

Character's IK Feet will move up to this position.

In World Space.

◆ HideHead

bool BNG.CharacterIK.HideHead = true

◆ HideLeftArm

bool BNG.CharacterIK.HideLeftArm = false

◆ HideLeftHand

bool BNG.CharacterIK.HideLeftHand = false

◆ HideLegs

bool BNG.CharacterIK.HideLegs = false

◆ HideRightArm

bool BNG.CharacterIK.HideRightArm = false

◆ HideRightHand

bool BNG.CharacterIK.HideRightHand = false

◆ HipsJoint

Transform BNG.CharacterIK.HipsJoint

The Hips joint of the Character.

Used for hiding the legs by scaling the joint to 0

◆ HMDPosition

Transform BNG.CharacterIK.HMDPosition

The Eye / HMD to track for head and body movement

◆ IKActive

bool BNG.CharacterIK.IKActive = true

If false the IK layers will be deactivated

◆ IKFeetActive

bool BNG.CharacterIK.IKFeetActive = true

Should the player's feet follow our given Y axis using IK


The documentation for this class was generated from the following file: