Updated images for RTF documentation

This commit is contained in:
Pascal Serrarens 2022-08-18 14:40:36 +02:00
parent dfea57877e
commit 4ede9f8c31
22 changed files with 41 additions and 2 deletions

View File

@ -15,6 +15,7 @@ namespace Passer {
/// by selecting the appropriate sites in the dialog: /// by selecting the appropriate sites in the dialog:
/// ///
/// \image html BuildSitesDialog.png /// \image html BuildSitesDialog.png
/// \image rtf BuildSitesDialog.png
/// ///
/// When the Build button is pressed, all sites will be build and become available in the Assets/SiteBuilds folder /// When the Build button is pressed, all sites will be build and become available in the Assets/SiteBuilds folder
/// with a submap for each platform (like Windows, Android...) /// with a submap for each platform (like Windows, Android...)

View File

@ -11,6 +11,7 @@ namespace Passer.Humanoid {
/// The preferences can be accessed by the Edit->Preferences... menu. /// The preferences can be accessed by the Edit->Preferences... menu.
/// ///
/// \image html HumanoidPreferences.png /// \image html HumanoidPreferences.png
/// \image rtf HumanoidPreferences.png
/// ///
/// * SteamVR Support, enables support for SteamVR devices beyound Unity XR (VR, Plus, Pro) /// * SteamVR Support, enables support for SteamVR devices beyound Unity XR (VR, Plus, Pro)
/// * Vive Tracker Support, enables support for Vive Trackers (Plus, Pro) /// * Vive Tracker Support, enables support for Vive Trackers (Plus, Pro)

View File

@ -16,20 +16,24 @@ namespace Passer.Humanoid {
/// ===== /// =====
/// Go to Edit Menu->Project Settings->XR Plugin Management and click on the Install XR Plugin Management button: /// Go to Edit Menu->Project Settings->XR Plugin Management and click on the Install XR Plugin Management button:
/// \image html UnityXRPreferences.png /// \image html UnityXRPreferences.png
/// \image rtf UnityXRPreferences.png
/// Then enable the desired XR Plugin. For example the Oculus plugin for Android: /// Then enable the desired XR Plugin. For example the Oculus plugin for Android:
/// \image html UnityXRPreferencesOculus.png /// \image html UnityXRPreferencesOculus.png
/// Note that if you want to test Oculus Quest in the editor, the Oculus Plugin for Standalone needs to be enabled too: /// Note that if you want to test Oculus Quest in the editor, the Oculus Plugin for Standalone needs to be enabled too:
/// \image html UnityXRPreferencesOculus2.png /// \image html UnityXRPreferencesOculus2.png
/// \image rtf UnityXRPreferencesOculus2.png
/// ///
/// Configuration /// Configuration
/// ============= /// =============
/// To enable body tracking with Unity XR for a humanoid, <em>Unity XR</em> needs to be enabled /// To enable body tracking with Unity XR for a humanoid, <em>Unity XR</em> needs to be enabled
/// in the HumanoidControl component: /// in the HumanoidControl component:
/// \image html UnityXRTrackerNotShown.png /// \image html UnityXRTrackerNotShown.png
/// \image rtf UnityXRTrackerNotShown.png
/// By default the \ref Passer::Tracking::UnitXR "UnityXR" object is not visible in the scene, /// By default the \ref Passer::Tracking::UnitXR "UnityXR" object is not visible in the scene,
/// but it will be created automatically when the scene starts. /// but it will be created automatically when the scene starts.
/// If the button <em>Show</em> is pressed, the UnityXR object will be created in the <em>Real World</em> object. /// If the button <em>Show</em> is pressed, the UnityXR object will be created in the <em>Real World</em> object.
/// \image html UnityXRTrackerShown.png /// \image html UnityXRTrackerShown.png
/// \image rtf UnityXRTrackerShown.png
/// <em>UnityXR (UnityXR)</em> is a reference to the object in the scene representing the root of the Unit XR tracking space. /// <em>UnityXR (UnityXR)</em> is a reference to the object in the scene representing the root of the Unit XR tracking space.
/// This GameObject is found as a child of the <em>Real World</em> GameObject. /// This GameObject is found as a child of the <em>Real World</em> GameObject.
/// The \ref Tracking::UnityXR "UnityXR" GameObject can be used to adjust the origin of the Unity XR tracking space. /// The \ref Tracking::UnityXR "UnityXR" GameObject can be used to adjust the origin of the Unity XR tracking space.
@ -39,6 +43,7 @@ namespace Passer.Humanoid {
/// To use an HMD tracking for the head of the avatar Unity XR needs to be enabled on the Head %Target too. /// To use an HMD tracking for the head of the avatar Unity XR needs to be enabled on the Head %Target too.
/// This is enabled by default: /// This is enabled by default:
/// \image html UnityXRHeadSensorNotShown.png /// \image html UnityXRHeadSensorNotShown.png
/// \image rtf UnityXRHeadSensorNotShown.png
/// By default the \ref Passer::Tracking::UnityXRHmd "UnityXRHmd" object is not visible in the scene, /// By default the \ref Passer::Tracking::UnityXRHmd "UnityXRHmd" object is not visible in the scene,
/// but it will be created automatically when the scene starts. /// but it will be created automatically when the scene starts.
/// The UnityXRHmd will also have the main camera attached. You can disable the camera /// The UnityXRHmd will also have the main camera attached. You can disable the camera
@ -47,16 +52,19 @@ namespace Passer.Humanoid {
/// If the button <em>Show</em> is pressed, the UnityXRHead object will be created as a child of /// If the button <em>Show</em> is pressed, the UnityXRHead object will be created as a child of
/// the <em>UnityXR</em> object in the <em>Real World</em>. /// the <em>UnityXR</em> object in the <em>Real World</em>.
/// \image html UnityXRHeadSensorShown.png /// \image html UnityXRHeadSensorShown.png
/// \image rtf UnityXRHeadSensorShown.png
/// ///
/// Hand %Target /// Hand %Target
/// ============ /// ============
/// When you want to control the hands of the avatar using Unity XR you need to enable Unity XR on the Hand %Target: /// When you want to control the hands of the avatar using Unity XR you need to enable Unity XR on the Hand %Target:
/// \image html UnityXRHandSensorNotShown.png /// \image html UnityXRHandSensorNotShown.png
/// \image rtf UnityXRHandSensorNotShown.png
/// Like with the Head %Target, the \ref Passer::Tracking::UnityXRController "UnityXRController" object /// Like with the Head %Target, the \ref Passer::Tracking::UnityXRController "UnityXRController" object
/// is not visible in the editor scene by default but it will be created automatically when the scene starts. /// is not visible in the editor scene by default but it will be created automatically when the scene starts.
/// If the button <em>Show</em> is pressed, the UnityXRController object will be creates as a child of /// If the button <em>Show</em> is pressed, the UnityXRController object will be creates as a child of
/// the <em>UnityXR</em> object in the <em>Real World</em>. /// the <em>UnityXR</em> object in the <em>Real World</em>.
/// \image html UnityXRHandSensorShown.png /// \image html UnityXRHandSensorShown.png
/// \image rtf UnityXRHandSensorShown.png
/// ///
/// Hand %Tracking (Plus & Pro) /// Hand %Tracking (Plus & Pro)
/// ========================== /// ==========================
@ -67,6 +75,7 @@ namespace Passer.Humanoid {
/// ------------ /// ------------
/// When the Android platform is selected in Unity, an additional option for Oculus Hand %Tracking is shown: /// When the Android platform is selected in Unity, an additional option for Oculus Hand %Tracking is shown:
/// \image html UnityXROculusHandTracking.png /// \image html UnityXROculusHandTracking.png
/// \image rtf UnityXROculusHandTracking.png
/// When enabled, hand tracking will be possible for this humanoid. /// When enabled, hand tracking will be possible for this humanoid.
/// ///
/// HTC Vive /// HTC Vive
@ -76,6 +85,7 @@ namespace Passer.Humanoid {
/// When the HTC Vive Hand Tracking SDK is imported in the project on the Windows Standalone platform, /// When the HTC Vive Hand Tracking SDK is imported in the project on the Windows Standalone platform,
/// an option for HTC Vive Hand %Tracking is shown: /// an option for HTC Vive Hand %Tracking is shown:
/// \image html UnityXRViveHandTracking.png /// \image html UnityXRViveHandTracking.png
/// \image rtf UnityXRViveHandTracking.png
/// For Vive Hand tracking, the OpenVR Plugin for UnityXR is needed. OpenXR does not work with /// For Vive Hand tracking, the OpenVR Plugin for UnityXR is needed. OpenXR does not work with
/// Vive Hand %Tracking in version 1.0.0 of the SDK. This may be fixed in more recent versions. /// Vive Hand %Tracking in version 1.0.0 of the SDK. This may be fixed in more recent versions.
/// The OpenVR Plugin is automatically installed when the SteamVR Plugin from the Asset Store is /// The OpenVR Plugin is automatically installed when the SteamVR Plugin from the Asset Store is

View File

@ -26,6 +26,7 @@ namespace Passer.Humanoid {
/// This document describes the available settings. /// This document describes the available settings.
/// ///
/// \image html HumanoidControlInspector.png /// \image html HumanoidControlInspector.png
/// \image rtf HumanoidControlInspector.png
/// ///
/// Targets /// Targets
/// ======= /// =======

View File

@ -15,6 +15,7 @@ namespace Passer.Humanoid {
/// </summary> /// </summary>
/// ///
/// \image html FootTargetInspector.png /// \image html FootTargetInspector.png
/// \image rtf FootTargetInspector.png
/// ///
/// Sensors /// Sensors
/// ======= /// =======

View File

@ -40,6 +40,7 @@ namespace Passer.Humanoid {
/// </summary> /// </summary>
/// ///
/// \image html HandTargetInspector.png /// \image html HandTargetInspector.png
/// \image rtf HandTargetInspector.png
/// ///
/// Sensors /// Sensors
/// ======= /// =======

View File

@ -8,6 +8,7 @@ namespace Passer.Humanoid {
/// </summary> /// </summary>
/// ///
/// \image html HeadTargetInspector.png /// \image html HeadTargetInspector.png
/// \image rtf HeadTargetInspector.png
/// ///
/// %Sensors /// %Sensors
/// =========== /// ===========

View File

@ -14,6 +14,7 @@ namespace Passer.Humanoid {
/// Single User /// Single User
/// =========== /// ===========
/// \image html AvatarManagerInspectorSingle.png /// \image html AvatarManagerInspectorSingle.png
/// \image rtf AvatarManagerInspectorSingle.png
/// ///
/// The Avatar Manger script shows the list of available avatars to use. /// The Avatar Manger script shows the list of available avatars to use.
/// Every avatar needs to have a Animator component attached and only avatars from the /// Every avatar needs to have a Animator component attached and only avatars from the
@ -28,6 +29,7 @@ namespace Passer.Humanoid {
/// ========== /// ==========
/// When Networking Support is enabled additional entries for the third person avatar will be shown. /// When Networking Support is enabled additional entries for the third person avatar will be shown.
/// \image html AvatarManagerInspectorMulti.png /// \image html AvatarManagerInspectorMulti.png
/// \image rtf AvatarManagerInspectorMulti.png
/// These values match the behaviour of the Remote Avatar in the Humanoid Control script: /// These values match the behaviour of the Remote Avatar in the Humanoid Control script:
/// at the local client, the first person avatar is used, while the third person avatar is used on /// at the local client, the first person avatar is used, while the third person avatar is used on
/// remote clients. This will enable you to optimize the avatars for each case. /// remote clients. This will enable you to optimize the avatars for each case.
@ -40,7 +42,8 @@ namespace Passer.Humanoid {
/// and SetAvatar. These functions can also be used in combination with \ref Script "Scripts" /// and SetAvatar. These functions can also be used in combination with \ref Script "Scripts"
/// or ControllerInput: /// or ControllerInput:
/// ///
/// \image AvatarManagerControllerInput.png /// \image html AvatarManagerControllerInput.png
/// \image rtf AvatarManagerControllerInput.png
/// ///
[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_avatar_manager.html")] [HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_avatar_manager.html")]
public class AvatarManager : MonoBehaviour { public class AvatarManager : MonoBehaviour {

View File

@ -10,6 +10,7 @@ namespace Passer {
/// </summary> /// </summary>
/// ///
/// \image html PossessionInspector.png /// \image html PossessionInspector.png
/// \image rtf PossessionInspector.png
/// ///
/// * %Possession type, see Possession::possessionType /// * %Possession type, see Possession::possessionType
/// * %Cross site allowed, see Possession::crossSite /// * %Cross site allowed, see Possession::crossSite

View File

@ -14,8 +14,10 @@ namespace Passer {
/// When an event Handler has been defined, /// When an event Handler has been defined,
/// a new empty button will appear below which you can use to add an additional event Handler. /// a new empty button will appear below which you can use to add an additional event Handler.
/// \image html EventHandlerUnselected.png /// \image html EventHandlerUnselected.png
/// \image rtf EventHandlerUnselected.png
/// When an event Handler has been selected, a number of fields become visible: /// When an event Handler has been selected, a number of fields become visible:
/// \image html EventHandlerSelected.png /// \image html EventHandlerSelected.png
/// \image rtf EventHandlerSelected.png
/// ///
/// Event Type /// Event Type
/// ---------- /// ----------
@ -51,6 +53,7 @@ namespace Passer {
/// Options /// Options
/// ------- /// -------
/// \image html EventHandlerOptions.png /// \image html EventHandlerOptions.png
/// \image rtf EventHandlerOptions.png
/// Depending on the parameter type additional settings can be set in the Options section. /// Depending on the parameter type additional settings can be set in the Options section.
/// * Inverse: the parameter value will be inverted before it is sent to the %Method /// * Inverse: the parameter value will be inverted before it is sent to the %Method
/// * Multiplication: the parameter value will be multiplied by the given value /// * Multiplication: the parameter value will be multiplied by the given value

View File

@ -9,6 +9,7 @@ namespace Passer {
/// ControllerInput can be used to access the state and change of input buttons, touchpads and thumbsticks /// ControllerInput can be used to access the state and change of input buttons, touchpads and thumbsticks
/// on any kind of input controller including game controllers and VR/XR controllers. /// on any kind of input controller including game controllers and VR/XR controllers.
/// \image html ControllerInputInspector.png /// \image html ControllerInputInspector.png
/// \image rtf ControllerInputInspector.png
/// * \ref ControllerInput::fingerMovements "Finger Movements" /// * \ref ControllerInput::fingerMovements "Finger Movements"
/// * \ref ControllerInput::gameController "Game Controller" /// * \ref ControllerInput::gameController "Game Controller"
/// ///

View File

@ -11,6 +11,7 @@ namespace Passer {
/// The Collision Event Handler can be placed on GameObjects and Rigidbodies to catch collision events and /// The Collision Event Handler can be placed on GameObjects and Rigidbodies to catch collision events and
/// execute functions when this happens. /// execute functions when this happens.
/// \image html CollisionEventHandlerInspector.png /// \image html CollisionEventHandlerInspector.png
/// \image rtf CollisionEventHandlerInspector.png
/// The event type is as follows: /// The event type is as follows:
/// * Never: /// * Never:
/// the event handler is disabled, the %Target Method is never called /// the event handler is disabled, the %Target Method is never called

View File

@ -13,6 +13,7 @@ namespace Passer {
/// The Trigger Event Handler can be placed on GameObjects /// The Trigger Event Handler can be placed on GameObjects
/// to catch trigger events and execute functions when this happens. /// to catch trigger events and execute functions when this happens.
/// \image html TriggerEventHandlerInspector.png /// \image html TriggerEventHandlerInspector.png
/// \image rtf TriggerEventHandlerInspector.png
/// The event type is as follows: /// The event type is as follows:
/// * Never: /// * Never:
/// the event handler is disabled, the %Target Method is never called. /// the event handler is disabled, the %Target Method is never called.
@ -73,6 +74,7 @@ namespace Passer {
/// you can override the Controller Input while the GameObject is in the trigger collider. /// you can override the Controller Input while the GameObject is in the trigger collider.
/// This enables you to assign a button to open a door when the player is close to that door for example. /// This enables you to assign a button to open a door when the player is close to that door for example.
/// \image html TriggerEventHandlerControllerInput.png /// \image html TriggerEventHandlerControllerInput.png
/// \image rtf TriggerEventHandlerControllerInput.png
/// The configuration is similar to the normal Controller Input. /// The configuration is similar to the normal Controller Input.
/// The difference is that empty entries do not override the Controller Input configuration. /// The difference is that empty entries do not override the Controller Input configuration.
/// In the example above only the left Button 1 will be overridden, all other input will not be changed. /// In the example above only the left Button 1 will be overridden, all other input will not be changed.

View File

@ -12,6 +12,7 @@ namespace Passer {
/// The Counter can be incremented and decremented and functions cal be called based on the value. /// The Counter can be incremented and decremented and functions cal be called based on the value.
/// ///
/// \image html CounterInspector.png /// \image html CounterInspector.png
/// \image rtf CounterInspector.png
/// ///
/// * %Value, see Counter::value /// * %Value, see Counter::value
/// * %Minimum, see Counter::min /// * %Minimum, see Counter::min

View File

@ -20,6 +20,7 @@ namespace Passer {
/// Sockets can also be used at different places to receive handles. /// Sockets can also be used at different places to receive handles.
/// ///
/// \image html HandleInspector.png /// \image html HandleInspector.png
/// \image rtf HandleInspector.png
/// ///
/// * \ref Handle::hand "Hand" /// * \ref Handle::hand "Hand"
/// * \ref Handle::grabType "Grab Type" /// * \ref Handle::grabType "Grab Type"

View File

@ -11,6 +11,7 @@ namespace Passer.Humanoid {
/// which define the capsule which is checked with the isFree function. /// which define the capsule which is checked with the isFree function.
/// ///
/// \image html HumanoidSpawnPointInspector.png /// \image html HumanoidSpawnPointInspector.png
/// \image rtf HumanoidSpawnPointInspector.png
/// ///
/// * \ref HumanoidSpawnPoint::center "Center" /// * \ref HumanoidSpawnPoint::center "Center"
/// * \ref HumanoidSpawnPoint::radius "Radius" /// * \ref HumanoidSpawnPoint::radius "Radius"
@ -19,6 +20,7 @@ namespace Passer.Humanoid {
/// In the scene view, the capsule is visualized as an orange cylinder when the spawn point is selected: /// In the scene view, the capsule is visualized as an orange cylinder when the spawn point is selected:
/// ///
/// \image html HumanoidSpawnPointGizmo.png /// \image html HumanoidSpawnPointGizmo.png
/// \image rtf HumanoidSpawnPointGizmo.png
[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_humanoid_spawn_point.html")] [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 {

View File

@ -18,6 +18,7 @@ namespace Passer {
/// Configuration /// Configuration
/// ============= /// =============
/// \image html InteractionPointerInspector.png /// \image html InteractionPointerInspector.png
/// \image rtf InteractionPointerInspector.png
/// ///
/// * \ref InteractionPointer::active "Active" /// * \ref InteractionPointer::active "Active"
/// * \ref InteractionPointer::timedClick "Timed Click" /// * \ref InteractionPointer::timedClick "Timed Click"

View File

@ -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
/// ======================= /// =======================

View File

@ -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"

View File

@ -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