|
| class | AmmoDispenser |
| | This is an example of how to spawn ammo depending on the weapon that is equipped in the opposite hand. More...
|
| |
| class | AmmoDisplay |
| |
| class | ArmSwingLocomotion |
| |
| class | Arrow |
| | A Grabbable object that can stick to objects and deal damage. More...
|
| |
| class | ArrowGrabArea |
| | Spawn an arrow if Trigger is grabbed. More...
|
| |
| class | AutoGrabGrabbable |
| |
| class | AutoPoser |
| |
| class | AutoPoserEditor |
| |
| class | BNGPlayerController |
| | The BNGPlayerController handles basic player movement. More...
|
| |
| class | BoneMapping |
| | This class can be used to map finger rotations from one model to another. More...
|
| |
| class | BoneObject |
| |
| class | Bow |
| | An example bow item. Configurable force and damage. More...
|
| |
| class | BowArm |
| | Set the Rotation of a Transform based on a Bow's draw percentage. More...
|
| |
| class | Bullet |
| |
| class | BulletHole |
| | A simple decal with random scale and rotation. More...
|
| |
| class | BulletInsert |
| |
| class | Button |
| | Physical button helper with. More...
|
| |
| class | ButtonEditor |
| |
| class | CalibratePlayerHeight |
| | This script will adjust the player's virtual height to match the 'DesiredPlayerHeight' property. For example, if the player's height is 1.5 meters tall, but the DesiredPlayerHeight = 1.6, then the player's virtual height will be increased by 0.1. More...
|
| |
| class | CharacterConstraint |
| | This CharacterConstraint will keep the size the Character Capsule along with the camera if not colliding with anything. More...
|
| |
| class | CharacterIK |
| | This Component allows a generic humanoid rig to follow the Player's controller's and HMD using Unity's IK system. More...
|
| |
| class | CharacterYOffset |
| |
| class | Climbable |
| | Allows the Player to climb objects by Grabbing them. More...
|
| |
| class | ClimbableEditor |
| |
| class | CollisionSound |
| | Plays a Sound Clip OnCollisionEnter. More...
|
| |
| class | ConstrainLocalPosition |
| | Constrain a Transform's LocalPosition to a given value. More...
|
| |
| class | ControllerModelSelector |
| |
| class | ControllerOffset |
| |
| class | ControllerOffsetHelper |
| |
| class | CustomCenterOfMass |
| |
| class | Damageable |
| | A basic damage implementation. Call a function on death. Allow for respawning. More...
|
| |
| class | DamageCollider |
| | This collider will Damage a Damageable object on impact. More...
|
| |
| class | DemoCube |
| | This is an example of how to highlight an object on hover / activate. This is used in the Demo scene in conjunction with the "PointerEvents" component. More...
|
| |
| class | DemoScript |
| | Contains various functionality used in the Demo Scene such as Switching Hands and Locomotion. More...
|
| |
| class | DestroyIfPlayMode |
| |
| class | DestroyObjectWithDelay |
| |
| class | DetachableLimb |
| |
| class | DoorHelper |
| |
| class | DrawDefinition |
| | A list of how and when to play a haptic according to DrawPercentage. More...
|
| |
| class | DrawerSound |
| |
| class | EditorHandle |
| |
| class | Explosive |
| |
| class | ExplosiveEditor |
| |
| class | ExtensionMethods |
| | Convenience methods you can use with VRIF.
|
| |
| class | FingerJoint |
| |
| class | FingerTipCollider |
| |
| class | Flashlight |
| | A simple Grabbable example that toggles a light source on and off. More...
|
| |
| class | FloatEvent |
| | A UnityEvent with a float as a parameter. More...
|
| |
| class | FloatFloatEvent |
| | A UnityEvent with a 2 floats as parameters. More...
|
| |
| class | FollowRigidbody |
| |
| class | FollowTransform |
| |
| class | FPSText |
| | A simple script to display FPS onto a Text label. More...
|
| |
| class | GrabAction |
| | This will call a specified event, and then DROP this object. It is meant to be used as a proxy. If you want to call an event on Grab, use GrabbableEvents instead. For example, if you grab a trigger with a GrabAction, you can spawn a different item in the users hand (such as a weapon clip, arrow, etc.). More...
|
| |
| class | Grabbable |
| | An object that can be picked up by a Grabber. More...
|
| |
| class | GrabbableBezierLine |
| |
| class | GrabbableChild |
| |
| class | GrabbableEditor |
| |
| class | GrabbableEvent |
| | A UnityEvent with a Grabbable as the parameter. More...
|
| |
| class | GrabbableEvents |
| | Override this class to respond to various events that happen to this Grabbable. More...
|
| |
| class | GrabbableHaptics |
| | A set of events that allow you to apply haptics to a controller. More...
|
| |
| class | GrabbableHighlight |
| | Events that will highlight an object if it is a valid Grabbable. More...
|
| |
| class | GrabbableHighlightMaterial |
| |
| class | GrabbableRingHelper |
| | Show a ring helper on an object. This class makes sure the ring helper is added to the object. More...
|
| |
| class | GrabbablesInTrigger |
| | Keep track of all grabbables within this trigger. More...
|
| |
| class | GrabbableUnityEvents |
| |
| class | Grabber |
| | A trigger collider that handles grabbing grabbables. More...
|
| |
| class | GrabberArea |
| | Keeps a List of all Grabbers within this Trigger. More...
|
| |
| class | GrabberEvent |
| | A UnityEvent with a Grabber as the parameter. More...
|
| |
| class | GrabPoint |
| |
| class | GrabPointEditor |
| |
| class | GrabPointTrigger |
| |
| class | GrabPointTriggerEditor |
| |
| class | GrappleShot |
| |
| class | HandCollision |
| | Controls collision state of Hand Model. More...
|
| |
| class | HandController |
| | An example hand controller that sets animation values depending on Grabber state. More...
|
| |
| class | HandJet |
| | Like a jetpack, but for your hands. More...
|
| |
| class | HandleGFXHelper |
| | Constrain the rotation based on localEulaerAngles. More...
|
| |
| class | HandleHelper |
| | This component is used to pull grab items toward it, and then reset it's position when not being grabbed. More...
|
| |
| class | HandModelSelector |
| |
| class | HandModelSwitcher |
| |
| class | HandPhysics |
| |
| class | HandPose |
| |
| class | HandPoseBlender |
| |
| class | HandPoseDefinition |
| |
| class | HandPoseDefinitions |
| |
| class | HandPoseEditor |
| |
| class | HandPoser |
| |
| class | HandPoserEditor |
| |
| class | HandPoseSaveAs |
| |
| class | HandRepresentationHelper |
| | Only show this Hand Transform if it's distance from "OtherHandTransform" is >= "DistanceToShow". More...
|
| |
| class | HeadCollisionFade |
| |
| class | HeadCollisionMove |
| | This component can push the player backwards when it collides with a wall / object. Attach to the. More...
|
| |
| class | HingeHelper |
| |
| class | IgnoreColliders |
| |
| class | IKDummy |
| |
| class | InputBridge |
| | A proxy for handling input from various input providers such as OVRInput, XRInput, and SteamVR. More...
|
| |
| class | InputBridgeEditor |
| |
| class | IntegrationsEditor |
| |
| class | InvalidTeleportArea |
| | Designates a collider as invalid for teleportation. More...
|
| |
| class | JointBreaker |
| |
| class | JointHelper |
| | Lock joints in place to help with physics handling and parent scaling. More...
|
| |
| class | JoystickControl |
| | Helper for joystick type physical inputs. More...
|
| |
| class | JoystickVehicleControl |
| | This component is similar to the JoystickControl, but is designed to be used on fast moving Rigidbodies. More...
|
| |
| class | LaserPointer |
| | A simple laser pointer that draws a line with a dot at the end. More...
|
| |
| class | LaserSword |
| | An example Grabbable that adds lots of particles and changes audio pitch on collision. Press X to activate while in hand. More...
|
| |
| class | Lever |
| | Helper class to interact with physical levers. More...
|
| |
| class | LeverEditor |
| |
| class | LineToTransform |
| | Draw a LineRenderer from the Transform to another. Specified in localSpace. More...
|
| |
| class | LiquidWobble |
| |
| class | LocomotionManager |
| |
| class | LookAtTransform |
| | Rotate this object to point it's transform.forward at an object. More...
|
| |
| class | MagazineSlide |
| | Constrain a magazine when it enters this area. Attaches the magazine in place if close enough. More...
|
| |
| class | Marker |
| |
| class | MoveToWaypoint |
| |
| class | MovingPlatform |
| |
| class | PlayerClimbing |
| |
| class | PlayerGravity |
| | Apply Gravity to a CharacterController or RigidBody. More...
|
| |
| class | PlayerMovingPlatformSupport |
| |
| class | PlayerRotation |
| |
| class | PlayerScaler |
| | An example script for how to scale a player in VR. More...
|
| |
| class | PlayerTeleport |
| | A basic Teleport script that uses a parabolic arc to determine teleport location. More...
|
| |
| class | PlaySoundOnGrab |
| |
| class | PointerEventDataEvent |
| | A UnityEvent with a Vector3 as a parameter. More...
|
| |
| class | PointerEvents |
| |
| class | PoseableObject |
| | A helper component you can place on grabbable object to decide which hand pose method and definition to use For example : When grabbing an object, you can use GetComponent<PoseableObject> to check whether to apply a specific HandPose to the HandPoser, or to enable AutoPose, set an ID on a hand animator, or implement your own custom solution. More...
|
| |
| class | PosRot |
| |
| class | Projectile |
| | An object than do damage and play hit FX. More...
|
| |
| class | ProjectileLauncher |
| |
| class | PunctureCollider |
| |
| class | RagdollHelper |
| |
| class | RaycastHitEvent |
| | A UnityEvent with a RaycastHit as the parameter. More...
|
| |
| class | RaycastWeapon |
| | An example weapon script that can fire Raycasts or Projectile objects. More...
|
| |
| class | RemoteGrabber |
| | Keeps track of Grabbables that are within it's Trigger. More...
|
| |
| class | ReturnToSnapZone |
| | If this object is not being held, return to a snap zone. More...
|
| |
| class | RingHelper |
| | Shows a ring at the grab point of a grabbable if within a certain distance. More...
|
| |
| class | RotateTowards |
| |
| class | RotateWithHMD |
| |
| class | SampleHandController |
| |
| class | SavePoseBinding |
| |
| class | ScaleBetweenPoints |
| | Scales an object's local Z scale to match a Begin / End point. More...
|
| |
| class | ScaleMaterialHelper |
| |
| class | SceneLoader |
| |
| class | ScreenFader |
| |
| class | SkeletonVisualizer |
| |
| class | Slider |
| | Helper class to interact with physical sliders. More...
|
| |
| class | SlidingDoorMover |
| |
| class | SmoothLocomotion |
| |
| class | SnapZone |
| |
| class | SnapZoneOffset |
| |
| class | SnapZoneRingHelper |
| |
| class | SnapZoneScale |
| |
| class | StaticBatch |
| | Combine meshes at runtime to save draw calls. More...
|
| |
| class | SteeringWheel |
| |
| class | TeleportDestination |
| | A marker for valid teleport destinations. More...
|
| |
| class | TeleportPlayerOnEnter |
| |
| class | TimeController |
| | Press Y to slow time by modifying Time.timeScale and Time.fixedDeltaTime. More...
|
| |
| class | ToggleActiveOnInputAction |
| | This script will toggle a GameObject whenever the provided InputAction is executed. More...
|
| |
| class | Tooltip |
| |
| class | TrackedDevice |
| | A simple alternative to the TrackedPoseDriver component. Feel free to swap this out with a TrackedPoseDriver from the XR Legacy Input Helpers package or using the new Unity Input System. More...
|
| |
| class | TrackedDeviceEditor |
| |
| class | UIButtonCollider |
| |
| class | UICanvasGroup |
| | This component gives you a convenient way to group together GameObjects and toggle them on / off. More...
|
| |
| class | UIPointer |
| | Point a line at our GazePointer. More...
|
| |
| class | UITrigger |
| |
| class | Vector2Event |
| | A UnityEvent with a Vector2 as a parameter. More...
|
| |
| class | Vector3Event |
| | A UnityEvent with a Vector3 as a parameter. More...
|
| |
| class | VehicleController |
| |
| class | VelocityTracker |
| |
| class | VRCanvas |
| | Add this Component to any Canvas to make sure it can be interacted with in World Space. More...
|
| |
| class | VREmulator |
| |
| class | VRIFGrabpointUpdater |
| | This component is meant to help you autmatically update your grab points, as the default hand model positions have changed since VRIF v1.7. More...
|
| |
| class | VRIFGrabpointUpdaterEditor |
| |
| class | VRIFSettings |
| |
| class | VRKeyboard |
| |
| class | VRKeyboardKey |
| |
| class | VRTextInput |
| |
| class | VRUISystem |
| |
| class | VRUtils |
| | Static Utilities to help with development, such as logging to World Space. More...
|
| |
| class | Waypoint |
| |
| class | WeaponSlide |
| | Weapon slide on a pistol. Charges weapon and ejects casings. More...
|
| |
| class | WheelObject |
| |
| class | XRTrackedPoseDriver |
| | A simple alternative to the TrackedPoseDriver component. Feel free to swap this out with a TrackedPoseDriver from the XR Legacy Input Helpers package or using the new Unity Input System. More...
|
| |
| class | Zipline |
| | An example Grabbable that lets you move along a designated path. More...
|
| |
|
| enum | HandPoseId {
Default = 0
, Generic = 1
, PingPongBall = 2
, Controller = 3
,
Rock = 4
, PistolGrip = 50
} |
| | HandPoseId's are integers set on a Hand Animator component as an integer. This enum provides a way to associate integers with an easy to understand name Add any HandPoses here that you wish to use from the Editor. More...
|
| |
| enum | GizmoDisplayType { Wire
, Solid
, None
} |
| |
| enum | ControllerHandedness { Left
, Right
, None
} |
| |
| enum | TrackableXRDevice { HMD
, LeftController
, RightController
} |
| |
| enum | LocomotionType { Teleport
, SmoothLocomotion
, None
} |
| |
| enum | GrabType { Snap
, Precise
} |
| |
| enum | RemoteGrabMovement { Linear
, Velocity
, Flick
} |
| |
| enum | GrabPhysics {
None = 2
, PhysicsJoint = 0
, FixedJoint = 3
, Velocity = 4
,
Kinematic = 1
} |
| |
| enum | OtherGrabBehavior { None
, SwapHands
, DualGrab
} |
| |
| enum | TwoHandedPositionType { Lerp
, None
} |
| |
| enum | TwoHandedRotationType { Lerp
, Slerp
, LookAtSecondary
, None
} |
| |
| enum | TwoHandedDropMechanic { Drop
, Transfer
, None
} |
| |
| enum | TwoHandedLookDirection { Horizontal
, Vertical
} |
| |
| enum | HandPoseType {
AnimatorID
, HandPose
, AutoPoseOnce
, AutoPoseContinuous
,
None
} |
| |
| enum | ControllerHand { Left
, Right
, None
} |
| |
| enum | ControllerBinding {
None
, AButton
, AButtonDown
, BButton
,
BButtonDown
, XButton
, XButtonDown
, YButton
,
YButtonDown
, LeftTrigger
, LeftTriggerDown
, LeftGrip
,
LeftGripDown
, LeftThumbstick
, LeftThumbstickDown
, RightTrigger
,
RightTriggerDown
, RightGrip
, RightGripDown
, RightThumbstick
,
RightThumbstickDown
, StartButton
, StartButtonDown
, BackButton
,
BackButtonDown
} |
| | Controller Options available to bind buttons to via Inspector. You can use GetControllerBindingValue() to determine if that button has been pressed. More...
|
| |
| enum | GrabbedControllerBinding {
None
, Button1
, Button1Down
, Button2
,
Button2Down
, Trigger
, TriggerDown
, Grip
,
GripDown
} |
| | Controller Options available to bind buttons to via Inspector. Input is relative to the controller holding it. Ex : Button 1 = Button A if held in Right controller, Button X if held in Left. More...
|
| |
| enum | InputAxis {
None
, LeftThumbStickAxis
, LeftTouchPadAxis
, RightThumbStickAxis
,
RightTouchPadAxis
} |
| |
| enum | ControllerType {
None
, Unknown
, OculusTouch
, Wand
,
Knuckles
} |
| |
| enum | HandControl {
LeftGrip
, RightGrip
, LeftTrigger
, RightTrigger
,
None
} |
| |
| enum | GrabButton { Grip
, Trigger
, Inherit
, GripOrTrigger
} |
| |
| enum | HoldType { HoldDown
, Toggle
, Inherit
} |
| |
| enum | XRInputSource {
XRInput
, OVRInput
, SteamVR
, Pico
,
UnityInput
, WebXR
, None
} |
| |
| enum | SDKProvider { Unknown
, OculusSDK
, OpenVR
} |
| |
| enum | RotationMechanic { Snap
, Smooth
} |
| |
| enum | TeleportControls { ThumbstickRotate
, ThumbstickDown
, BButton
, None
} |
| |
| enum | RemoteGrabType { Trigger
, Raycast
, Spherecast
} |
| |
| enum | MovementVector { HMD
, Controller
} |
| |
| enum | PlayerControllerType { CharacterController
, Rigidbody
} |
| |
| enum | TrackableDevice { HMD
, LeftController
, RightController
} |
| |
| enum | MovingPlatformMethod { ParentToPlatform
, PositionDifference
} |
| |
| enum | HandPoserType { HandPoser
, Animator
, AutoPoser
, None
} |
| |
| enum | FiringType { Semi
, Automatic
} |
| |
| enum | ReloadType { InfiniteAmmo
, ManualClip
, InternalAmmo
} |
| |
Use this to trigger buttons or UI elements in addition to Grabber objects.