1 using System.Collections;
2 using System.Collections.Generic;
29 public Vector3 canvasNormal = Vector3.forward;
31 protected override void Awake() {
33 UICamera = lr.gameObject.AddComponent<Camera>();
34 UICamera.clearFlags = CameraClearFlags.Nothing;
35 UICamera.cullingMask = 0;
36 UICamera.fieldOfView = 0.00001f;
37 UICamera.nearClipPlane = 0.01f;
38 UICamera.farClipPlane = 1000f;
40 UICamera.allowHDR =
false;
41 UICamera.allowMSAA =
false;
42 UICamera.targetDisplay = 7;
43 UICamera.enabled =
false;
46 AVR_DevConsole.cwarn(
"AVR_UIRay was initialized with a mode other than RayMode.STRAIGHT! UIRays can only be straight.",
this);
47 mode = RayMode.STRAIGHT;
57 reticule.SetActive(isVisible);
60 reticule.transform.position = lr.GetPosition(lr.positionCount - 1);
61 reticule.transform.forward = -canvasNormal;
Represents a UI pointer-ray.
GameObject reticule
Retocule object to display at the end of our ray.
Base class for a ray. A ray is always cast in transform.forward direction of the object it is attatch...
Sets the documentation html file inside of Packages/com.avr.core/Documentation/html of a given class...
Camera UICamera
Camera that is the eventCamera for the underlying inputsystem. If left blank, a Camera with preset va...