Updated images for RTF documentation
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@ -15,6 +15,7 @@ namespace Passer {
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/// by selecting the appropriate sites in the dialog:
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/// by selecting the appropriate sites in the dialog:
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///
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///
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/// \image html BuildSitesDialog.png
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/// \image html BuildSitesDialog.png
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/// \image rtf BuildSitesDialog.png
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///
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///
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/// When the Build button is pressed, all sites will be build and become available in the Assets/SiteBuilds folder
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/// When the Build button is pressed, all sites will be build and become available in the Assets/SiteBuilds folder
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/// with a submap for each platform (like Windows, Android...)
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/// with a submap for each platform (like Windows, Android...)
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@ -11,6 +11,7 @@ namespace Passer.Humanoid {
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/// The preferences can be accessed by the Edit->Preferences... menu.
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/// The preferences can be accessed by the Edit->Preferences... menu.
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///
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///
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/// \image html HumanoidPreferences.png
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/// \image html HumanoidPreferences.png
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/// \image rtf HumanoidPreferences.png
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///
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///
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/// * SteamVR Support, enables support for SteamVR devices beyound Unity XR (VR, Plus, Pro)
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/// * SteamVR Support, enables support for SteamVR devices beyound Unity XR (VR, Plus, Pro)
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/// * Vive Tracker Support, enables support for Vive Trackers (Plus, Pro)
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/// * Vive Tracker Support, enables support for Vive Trackers (Plus, Pro)
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@ -16,20 +16,24 @@ namespace Passer.Humanoid {
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/// =====
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/// =====
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/// Go to Edit Menu->Project Settings->XR Plugin Management and click on the Install XR Plugin Management button:
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/// Go to Edit Menu->Project Settings->XR Plugin Management and click on the Install XR Plugin Management button:
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/// \image html UnityXRPreferences.png
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/// \image html UnityXRPreferences.png
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/// \image rtf UnityXRPreferences.png
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/// Then enable the desired XR Plugin. For example the Oculus plugin for Android:
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/// Then enable the desired XR Plugin. For example the Oculus plugin for Android:
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/// \image html UnityXRPreferencesOculus.png
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/// \image html UnityXRPreferencesOculus.png
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/// Note that if you want to test Oculus Quest in the editor, the Oculus Plugin for Standalone needs to be enabled too:
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/// Note that if you want to test Oculus Quest in the editor, the Oculus Plugin for Standalone needs to be enabled too:
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/// \image html UnityXRPreferencesOculus2.png
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/// \image html UnityXRPreferencesOculus2.png
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/// \image rtf UnityXRPreferencesOculus2.png
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///
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///
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/// Configuration
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/// Configuration
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/// =============
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/// =============
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/// To enable body tracking with Unity XR for a humanoid, <em>Unity XR</em> needs to be enabled
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/// To enable body tracking with Unity XR for a humanoid, <em>Unity XR</em> needs to be enabled
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/// in the HumanoidControl component:
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/// in the HumanoidControl component:
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/// \image html UnityXRTrackerNotShown.png
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/// \image html UnityXRTrackerNotShown.png
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/// \image rtf UnityXRTrackerNotShown.png
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/// By default the \ref Passer::Tracking::UnitXR "UnityXR" object is not visible in the scene,
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/// By default the \ref Passer::Tracking::UnitXR "UnityXR" object is not visible in the scene,
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/// but it will be created automatically when the scene starts.
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/// but it will be created automatically when the scene starts.
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/// If the button <em>Show</em> is pressed, the UnityXR object will be created in the <em>Real World</em> object.
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/// If the button <em>Show</em> is pressed, the UnityXR object will be created in the <em>Real World</em> object.
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/// \image html UnityXRTrackerShown.png
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/// \image html UnityXRTrackerShown.png
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/// \image rtf UnityXRTrackerShown.png
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/// <em>UnityXR (UnityXR)</em> is a reference to the object in the scene representing the root of the Unit XR tracking space.
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/// <em>UnityXR (UnityXR)</em> is a reference to the object in the scene representing the root of the Unit XR tracking space.
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/// This GameObject is found as a child of the <em>Real World</em> GameObject.
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/// This GameObject is found as a child of the <em>Real World</em> GameObject.
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/// The \ref Tracking::UnityXR "UnityXR" GameObject can be used to adjust the origin of the Unity XR tracking space.
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/// The \ref Tracking::UnityXR "UnityXR" GameObject can be used to adjust the origin of the Unity XR tracking space.
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@ -39,6 +43,7 @@ namespace Passer.Humanoid {
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/// To use an HMD tracking for the head of the avatar Unity XR needs to be enabled on the Head %Target too.
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/// To use an HMD tracking for the head of the avatar Unity XR needs to be enabled on the Head %Target too.
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/// This is enabled by default:
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/// This is enabled by default:
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/// \image html UnityXRHeadSensorNotShown.png
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/// \image html UnityXRHeadSensorNotShown.png
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/// \image rtf UnityXRHeadSensorNotShown.png
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/// By default the \ref Passer::Tracking::UnityXRHmd "UnityXRHmd" object is not visible in the scene,
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/// By default the \ref Passer::Tracking::UnityXRHmd "UnityXRHmd" object is not visible in the scene,
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/// but it will be created automatically when the scene starts.
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/// but it will be created automatically when the scene starts.
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/// The UnityXRHmd will also have the main camera attached. You can disable the camera
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/// The UnityXRHmd will also have the main camera attached. You can disable the camera
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@ -47,16 +52,19 @@ namespace Passer.Humanoid {
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/// If the button <em>Show</em> is pressed, the UnityXRHead object will be created as a child of
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/// If the button <em>Show</em> is pressed, the UnityXRHead object will be created as a child of
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/// the <em>UnityXR</em> object in the <em>Real World</em>.
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/// the <em>UnityXR</em> object in the <em>Real World</em>.
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/// \image html UnityXRHeadSensorShown.png
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/// \image html UnityXRHeadSensorShown.png
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/// \image rtf UnityXRHeadSensorShown.png
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///
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///
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/// Hand %Target
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/// Hand %Target
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/// ============
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/// ============
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/// When you want to control the hands of the avatar using Unity XR you need to enable Unity XR on the Hand %Target:
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/// When you want to control the hands of the avatar using Unity XR you need to enable Unity XR on the Hand %Target:
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/// \image html UnityXRHandSensorNotShown.png
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/// \image html UnityXRHandSensorNotShown.png
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/// \image rtf UnityXRHandSensorNotShown.png
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/// Like with the Head %Target, the \ref Passer::Tracking::UnityXRController "UnityXRController" object
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/// Like with the Head %Target, the \ref Passer::Tracking::UnityXRController "UnityXRController" object
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/// is not visible in the editor scene by default but it will be created automatically when the scene starts.
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/// is not visible in the editor scene by default but it will be created automatically when the scene starts.
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/// If the button <em>Show</em> is pressed, the UnityXRController object will be creates as a child of
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/// If the button <em>Show</em> is pressed, the UnityXRController object will be creates as a child of
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/// the <em>UnityXR</em> object in the <em>Real World</em>.
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/// the <em>UnityXR</em> object in the <em>Real World</em>.
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/// \image html UnityXRHandSensorShown.png
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/// \image html UnityXRHandSensorShown.png
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/// \image rtf UnityXRHandSensorShown.png
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///
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///
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/// Hand %Tracking (Plus & Pro)
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/// Hand %Tracking (Plus & Pro)
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/// ==========================
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/// ==========================
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@ -67,6 +75,7 @@ namespace Passer.Humanoid {
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/// ------------
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/// ------------
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/// When the Android platform is selected in Unity, an additional option for Oculus Hand %Tracking is shown:
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/// When the Android platform is selected in Unity, an additional option for Oculus Hand %Tracking is shown:
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/// \image html UnityXROculusHandTracking.png
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/// \image html UnityXROculusHandTracking.png
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/// \image rtf UnityXROculusHandTracking.png
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/// When enabled, hand tracking will be possible for this humanoid.
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/// When enabled, hand tracking will be possible for this humanoid.
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///
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///
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/// HTC Vive
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/// HTC Vive
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@ -76,6 +85,7 @@ namespace Passer.Humanoid {
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/// When the HTC Vive Hand Tracking SDK is imported in the project on the Windows Standalone platform,
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/// When the HTC Vive Hand Tracking SDK is imported in the project on the Windows Standalone platform,
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/// an option for HTC Vive Hand %Tracking is shown:
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/// an option for HTC Vive Hand %Tracking is shown:
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/// \image html UnityXRViveHandTracking.png
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/// \image html UnityXRViveHandTracking.png
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/// \image rtf UnityXRViveHandTracking.png
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/// For Vive Hand tracking, the OpenVR Plugin for UnityXR is needed. OpenXR does not work with
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/// For Vive Hand tracking, the OpenVR Plugin for UnityXR is needed. OpenXR does not work with
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/// Vive Hand %Tracking in version 1.0.0 of the SDK. This may be fixed in more recent versions.
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/// Vive Hand %Tracking in version 1.0.0 of the SDK. This may be fixed in more recent versions.
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/// The OpenVR Plugin is automatically installed when the SteamVR Plugin from the Asset Store is
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/// The OpenVR Plugin is automatically installed when the SteamVR Plugin from the Asset Store is
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@ -26,6 +26,7 @@ namespace Passer.Humanoid {
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/// This document describes the available settings.
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/// This document describes the available settings.
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///
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///
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/// \image html HumanoidControlInspector.png
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/// \image html HumanoidControlInspector.png
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/// \image rtf HumanoidControlInspector.png
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///
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///
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/// Targets
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/// Targets
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/// =======
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/// =======
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@ -15,6 +15,7 @@ namespace Passer.Humanoid {
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/// </summary>
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/// </summary>
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///
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///
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/// \image html FootTargetInspector.png
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/// \image html FootTargetInspector.png
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/// \image rtf FootTargetInspector.png
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///
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///
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/// Sensors
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/// Sensors
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/// =======
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/// =======
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/// </summary>
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/// </summary>
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///
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///
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/// \image html HandTargetInspector.png
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/// \image html HandTargetInspector.png
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/// \image rtf HandTargetInspector.png
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///
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///
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/// Sensors
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/// Sensors
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/// =======
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/// =======
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/// </summary>
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/// </summary>
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///
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///
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/// \image html HeadTargetInspector.png
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/// \image html HeadTargetInspector.png
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/// \image rtf HeadTargetInspector.png
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///
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///
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/// %Sensors
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/// %Sensors
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/// ===========
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/// ===========
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/// Single User
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/// Single User
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/// ===========
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/// ===========
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/// \image html AvatarManagerInspectorSingle.png
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/// \image html AvatarManagerInspectorSingle.png
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/// \image rtf AvatarManagerInspectorSingle.png
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///
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///
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/// The Avatar Manger script shows the list of available avatars to use.
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/// The Avatar Manger script shows the list of available avatars to use.
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/// Every avatar needs to have a Animator component attached and only avatars from the
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/// Every avatar needs to have a Animator component attached and only avatars from the
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@ -28,6 +29,7 @@ namespace Passer.Humanoid {
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/// ==========
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/// ==========
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/// When Networking Support is enabled additional entries for the third person avatar will be shown.
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/// When Networking Support is enabled additional entries for the third person avatar will be shown.
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/// \image html AvatarManagerInspectorMulti.png
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/// \image html AvatarManagerInspectorMulti.png
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/// \image rtf AvatarManagerInspectorMulti.png
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/// These values match the behaviour of the Remote Avatar in the Humanoid Control script:
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/// These values match the behaviour of the Remote Avatar in the Humanoid Control script:
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/// at the local client, the first person avatar is used, while the third person avatar is used on
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/// at the local client, the first person avatar is used, while the third person avatar is used on
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/// remote clients. This will enable you to optimize the avatars for each case.
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/// remote clients. This will enable you to optimize the avatars for each case.
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@ -40,7 +42,8 @@ namespace Passer.Humanoid {
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/// and SetAvatar. These functions can also be used in combination with \ref Script "Scripts"
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/// and SetAvatar. These functions can also be used in combination with \ref Script "Scripts"
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/// or ControllerInput:
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/// or ControllerInput:
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///
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///
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/// \image AvatarManagerControllerInput.png
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/// \image html AvatarManagerControllerInput.png
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/// \image rtf AvatarManagerControllerInput.png
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///
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///
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_avatar_manager.html")]
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_avatar_manager.html")]
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public class AvatarManager : MonoBehaviour {
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public class AvatarManager : MonoBehaviour {
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@ -10,6 +10,7 @@ namespace Passer {
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/// </summary>
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/// </summary>
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///
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///
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/// \image html PossessionInspector.png
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/// \image html PossessionInspector.png
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/// \image rtf PossessionInspector.png
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///
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///
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/// * %Possession type, see Possession::possessionType
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/// * %Possession type, see Possession::possessionType
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/// * %Cross site allowed, see Possession::crossSite
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/// * %Cross site allowed, see Possession::crossSite
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/// When an event Handler has been defined,
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/// When an event Handler has been defined,
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/// a new empty button will appear below which you can use to add an additional event Handler.
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/// a new empty button will appear below which you can use to add an additional event Handler.
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/// \image html EventHandlerUnselected.png
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/// \image html EventHandlerUnselected.png
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/// \image rtf EventHandlerUnselected.png
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/// When an event Handler has been selected, a number of fields become visible:
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/// When an event Handler has been selected, a number of fields become visible:
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/// \image html EventHandlerSelected.png
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/// \image html EventHandlerSelected.png
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/// \image rtf EventHandlerSelected.png
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///
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///
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/// Event Type
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/// Event Type
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/// ----------
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/// ----------
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/// Options
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/// Options
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/// -------
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/// -------
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/// \image html EventHandlerOptions.png
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/// \image html EventHandlerOptions.png
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/// \image rtf EventHandlerOptions.png
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/// Depending on the parameter type additional settings can be set in the Options section.
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/// Depending on the parameter type additional settings can be set in the Options section.
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/// * Inverse: the parameter value will be inverted before it is sent to the %Method
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/// * Inverse: the parameter value will be inverted before it is sent to the %Method
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/// * Multiplication: the parameter value will be multiplied by the given value
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/// * Multiplication: the parameter value will be multiplied by the given value
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/// ControllerInput can be used to access the state and change of input buttons, touchpads and thumbsticks
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/// ControllerInput can be used to access the state and change of input buttons, touchpads and thumbsticks
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/// on any kind of input controller including game controllers and VR/XR controllers.
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/// on any kind of input controller including game controllers and VR/XR controllers.
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/// \image html ControllerInputInspector.png
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/// \image html ControllerInputInspector.png
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/// \image rtf ControllerInputInspector.png
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/// * \ref ControllerInput::fingerMovements "Finger Movements"
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/// * \ref ControllerInput::fingerMovements "Finger Movements"
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/// * \ref ControllerInput::gameController "Game Controller"
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/// * \ref ControllerInput::gameController "Game Controller"
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///
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///
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/// The Collision Event Handler can be placed on GameObjects and Rigidbodies to catch collision events and
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/// The Collision Event Handler can be placed on GameObjects and Rigidbodies to catch collision events and
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/// execute functions when this happens.
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/// execute functions when this happens.
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/// \image html CollisionEventHandlerInspector.png
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/// \image html CollisionEventHandlerInspector.png
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/// \image rtf CollisionEventHandlerInspector.png
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/// The event type is as follows:
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/// The event type is as follows:
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/// * Never:
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/// * Never:
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/// the event handler is disabled, the %Target Method is never called
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/// the event handler is disabled, the %Target Method is never called
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/// The Trigger Event Handler can be placed on GameObjects
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/// The Trigger Event Handler can be placed on GameObjects
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/// to catch trigger events and execute functions when this happens.
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/// to catch trigger events and execute functions when this happens.
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/// \image html TriggerEventHandlerInspector.png
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/// \image html TriggerEventHandlerInspector.png
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/// \image rtf TriggerEventHandlerInspector.png
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/// The event type is as follows:
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/// The event type is as follows:
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/// * Never:
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/// * Never:
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/// the event handler is disabled, the %Target Method is never called.
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/// the event handler is disabled, the %Target Method is never called.
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/// you can override the Controller Input while the GameObject is in the trigger collider.
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/// you can override the Controller Input while the GameObject is in the trigger collider.
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/// This enables you to assign a button to open a door when the player is close to that door for example.
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/// This enables you to assign a button to open a door when the player is close to that door for example.
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/// \image html TriggerEventHandlerControllerInput.png
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/// \image html TriggerEventHandlerControllerInput.png
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/// \image rtf TriggerEventHandlerControllerInput.png
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/// The configuration is similar to the normal Controller Input.
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/// The configuration is similar to the normal Controller Input.
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/// The difference is that empty entries do not override the Controller Input configuration.
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/// The difference is that empty entries do not override the Controller Input configuration.
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/// In the example above only the left Button 1 will be overridden, all other input will not be changed.
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/// In the example above only the left Button 1 will be overridden, all other input will not be changed.
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/// The Counter can be incremented and decremented and functions cal be called based on the value.
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/// The Counter can be incremented and decremented and functions cal be called based on the value.
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///
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///
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/// \image html CounterInspector.png
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/// \image html CounterInspector.png
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/// \image rtf CounterInspector.png
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///
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///
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/// * %Value, see Counter::value
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/// * %Value, see Counter::value
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/// * %Minimum, see Counter::min
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/// * %Minimum, see Counter::min
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/// Sockets can also be used at different places to receive handles.
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/// Sockets can also be used at different places to receive handles.
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///
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///
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/// \image html HandleInspector.png
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/// \image html HandleInspector.png
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/// \image rtf HandleInspector.png
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///
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///
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/// * \ref Handle::hand "Hand"
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/// * \ref Handle::hand "Hand"
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/// * \ref Handle::grabType "Grab Type"
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/// * \ref Handle::grabType "Grab Type"
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/// which define the capsule which is checked with the isFree function.
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/// which define the capsule which is checked with the isFree function.
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///
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///
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/// \image html HumanoidSpawnPointInspector.png
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/// \image html HumanoidSpawnPointInspector.png
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/// \image rtf HumanoidSpawnPointInspector.png
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///
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///
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/// * \ref HumanoidSpawnPoint::center "Center"
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/// * \ref HumanoidSpawnPoint::center "Center"
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/// * \ref HumanoidSpawnPoint::radius "Radius"
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/// * \ref HumanoidSpawnPoint::radius "Radius"
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/// In the scene view, the capsule is visualized as an orange cylinder when the spawn point is selected:
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/// In the scene view, the capsule is visualized as an orange cylinder when the spawn point is selected:
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///
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///
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/// \image html HumanoidSpawnPointGizmo.png
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/// \image html HumanoidSpawnPointGizmo.png
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/// \image rtf HumanoidSpawnPointGizmo.png
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_humanoid_spawn_point.html")]
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_humanoid_spawn_point.html")]
|
||||||
public class HumanoidSpawnPoint : SpawnPoint {
|
public class HumanoidSpawnPoint : SpawnPoint {
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||||||
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@ -18,6 +18,7 @@ namespace Passer {
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|||||||
/// Configuration
|
/// Configuration
|
||||||
/// =============
|
/// =============
|
||||||
/// \image html InteractionPointerInspector.png
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/// \image html InteractionPointerInspector.png
|
||||||
|
/// \image rtf InteractionPointerInspector.png
|
||||||
///
|
///
|
||||||
/// * \ref InteractionPointer::active "Active"
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/// * \ref InteractionPointer::active "Active"
|
||||||
/// * \ref InteractionPointer::timedClick "Timed Click"
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/// * \ref InteractionPointer::timedClick "Timed Click"
|
||||||
|
@ -5,6 +5,7 @@ namespace Passer {
|
|||||||
|
|
||||||
/// <summary>Sockets can hold a Handles.</summary>
|
/// <summary>Sockets can hold a Handles.</summary>
|
||||||
/// \image html SocketGizmo.png
|
/// \image html SocketGizmo.png
|
||||||
|
/// \image rtf SocketGizmo.png
|
||||||
///
|
///
|
||||||
/// Attaching and Releasing
|
/// Attaching and Releasing
|
||||||
/// =======================
|
/// =======================
|
||||||
|
@ -19,6 +19,7 @@ namespace Passer {
|
|||||||
/// Here you will find an ‘Add Teleporter’ button:
|
/// Here you will find an ‘Add Teleporter’ button:
|
||||||
///
|
///
|
||||||
/// \image html TeleporterHeadTargetInspector.png
|
/// \image html TeleporterHeadTargetInspector.png
|
||||||
|
/// \image rtf TeleporterHeadTargetInspector.png
|
||||||
///
|
///
|
||||||
/// When this button is pressed, a Teleporter GameObject (see below) will be attached to the Head Target.
|
/// When this button is pressed, a Teleporter GameObject (see below) will be attached to the Head Target.
|
||||||
/// It will be active by default so that you will see the focus point continuously when running the scene.
|
/// It will be active by default so that you will see the focus point continuously when running the scene.
|
||||||
@ -27,6 +28,7 @@ namespace Passer {
|
|||||||
/// which will teleport the humanoid to the location in focus:
|
/// which will teleport the humanoid to the location in focus:
|
||||||
///
|
///
|
||||||
/// \image html TeleporterGazeControllerInput.png
|
/// \image html TeleporterGazeControllerInput.png
|
||||||
|
/// \image rtf TeleporterGazeControllerInput.png
|
||||||
///
|
///
|
||||||
/// The Left Button One will match the Menu Button on the SteamVR Controller and the X button of the Left Oculus Touch Controller.
|
/// The Left Button One will match the Menu Button on the SteamVR Controller and the X button of the Left Oculus Touch Controller.
|
||||||
///
|
///
|
||||||
@ -34,7 +36,8 @@ namespace Passer {
|
|||||||
/// ----------------------
|
/// ----------------------
|
||||||
/// Hand pointing based teleportation is activated on either Hand Target. Like above, you will find an ‘Add Teleporter’ button here:
|
/// Hand pointing based teleportation is activated on either Hand Target. Like above, you will find an ‘Add Teleporter’ button here:
|
||||||
///
|
///
|
||||||
/// image html TeleporterHandTargetInspector.png
|
/// \image html TeleporterHandTargetInspector.png
|
||||||
|
/// \image rtf TeleporterHandTargetInspector.png
|
||||||
///
|
///
|
||||||
/// This will add a Teleporter GameObject to the Hand Target. In this case, no focus object is used,
|
/// This will add a Teleporter GameObject to the Hand Target. In this case, no focus object is used,
|
||||||
/// but an line renderer is used to show the pointing direction. This is visible as a standard pink ray on the hand.
|
/// but an line renderer is used to show the pointing direction. This is visible as a standard pink ray on the hand.
|
||||||
@ -43,6 +46,7 @@ namespace Passer {
|
|||||||
/// On the Oculus Touch, the One button is the X or A button, while the trigger button is the Index Finger Trigger button.
|
/// On the Oculus Touch, the One button is the X or A button, while the trigger button is the Index Finger Trigger button.
|
||||||
///
|
///
|
||||||
/// \image html TeleporterPointingControllerInput.png
|
/// \image html TeleporterPointingControllerInput.png
|
||||||
|
/// \image rtf TeleporterPointingControllerInput.png
|
||||||
///
|
///
|
||||||
/// Of course you can change these button assignments through the editing of the Controller Input,
|
/// Of course you can change these button assignments through the editing of the Controller Input,
|
||||||
/// setting the desired button to the Teleporter.Activation and -.Click functions.
|
/// setting the desired button to the Teleporter.Activation and -.Click functions.
|
||||||
@ -51,6 +55,7 @@ namespace Passer {
|
|||||||
/// =============
|
/// =============
|
||||||
///
|
///
|
||||||
/// \image html TeleporterInspector.png
|
/// \image html TeleporterInspector.png
|
||||||
|
/// \image rtf TeleporterInspector.png
|
||||||
///
|
///
|
||||||
/// * \ref Teleporter::active "Active"
|
/// * \ref Teleporter::active "Active"
|
||||||
/// * \ref Teleporter::timedClick "Timed teleport"
|
/// * \ref Teleporter::timedClick "Timed teleport"
|
||||||
|
@ -14,6 +14,7 @@ namespace Passer {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
///
|
///
|
||||||
/// \image html PawnPossessionsInspector.png
|
/// \image html PawnPossessionsInspector.png
|
||||||
|
/// \image rtf PawnPossessionsInspector.png
|
||||||
///
|
///
|
||||||
/// * Default possessions, see PawnPossessions::defaultPossessions
|
/// * Default possessions, see PawnPossessions::defaultPossessions
|
||||||
/// * Clear at start, see PawnPossessions::clearAtStart
|
/// * Clear at start, see PawnPossessions::clearAtStart
|
||||||
|
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Reference in New Issue
Block a user