|
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.