VR Development Framework
v 1.0.0
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
 NAVR
 NAvatarNamespace of the arc-vr-avatar package
 CAVR_PoseAssumerApplies a pose provided by an AVR_PosePorvider to a rigged 3d model with an avatar.
 CAVR_PoseNaturalizationFilterA PoseNaturalizationFilter "naturalizes" a pose. For instance, when a player places the controllers on the ground or to the side, the resulting pose will look bizarre and unnatural. These filters will turn the resulting pose into one that seems more natural
 CAVR_PoseProviderEstimates the pose of a player from the locations of VR controllers and HMD
 CAVR_SimpleAvatarAvatar component that doesn't require controllers.
 NCoreNamespace of the arc-vr-core package
 NAttributesContains C#-Attributes for various uses.
 NUtilsCollection of generally useful functions.
 CAVR_BasicDevConsoleUIA rudimentary UI version of the AVR_DevConsole. If you wish to implement a better one, take a look at AVR_DevConsoleMirror.
 CAVR_BehaviourMonobehaviour but with an added URL button to a documentation page.
 CAVR_CameraFadeWill fade-in / fade-out the screen to a given color on command. NOTE: The color will only be faded for the main camera (Camera.main). If you want it to run for all cameras or different ones, inherit from this object and adjust the OnPostRenderCallback function.
 CAVR_ComponentBase class for all arc-vr components. A component is typically a Monobehaviour that represents a virtual device, feature-provider or module.
 CAVR_ControllerRepresents a VR controller. Provides functionality for spacial tracking and haptic feedback. Can also be used to represent hardware trackers, game controllers or other references.
 CAVR_ControllerComponentAVR_Component specifically attatched to an AVR_Controller. Needs to have an AVR_Controller on this gameObject or one of its parents.
 CAVR_ControllerInputManagerManages inputs of a controller such as button presses and track-pad inputs.
 CAVR_ControllerVisualRepresents a visual of a controller, such as a 3d model or sprite.
 CAVR_Core_ConsoleCommandsDeclares a set of base DevConsole commands.
 CAVR_DevConsoleClass for the arc-vr developer's console. Functions as a singleton with only static members. Multiple independent consoles per scene/instance is not possible.
 CAVR_DevConsoleMirrorMirrors the output of the DevConsole onto a Text component. To use, simply assign "DevConsoleOutput" to a Text Component that represents the output-terminal. Assign "DevConsoleInput" to an inputfield representing the user input. To submit a command, the user may use the keybinding specified as the /settings/core/devConsole/submitConsoleKey setting.
 CAVR_EffectRepresents a generic effect, such as fading a color on a camera.
 CAVR_GenericXRDeviceRepresents some spatially tracked XR device. Provides functionality for spacial tracking. Can be used to represent hardware trackers, game controllers or other references.
 CAVR_LoggerGeneric datalogger that logs any given variables or object properties in a csv-like format.
 CAVR_PlayerRigRepresents the players VR setup. Only one instance at a time is allowed.
 CAVR_RayBase class for a ray. A ray is always cast in transform.forward direction of the object it is attatched to. Rays of this type do not collide with any objects and pass through everything. Use AVR_SolidRay if collisions are required.
 CAVR_RootRoot object of the arc-vr-core library. Functions as a Singleton.
 CAVR_SettingsContains constan values, settings etc. which can all be set through *.avr files. Duplicate settings will be overwritten in alphabetical order of the filename.
 CAVR_SettingsParserParser used to parse setting-files.
 CAVR_SingletonComponent< T >Combination of AVR_Component with a singleton.
 CAVR_SolidRayA more advanced type of AVR_Ray. The ray can be used to get the first object hit by it. To limit collidable objects by certain types, use AVR_SolidRay.passThrough_layerMask.
 CAVR_TrialExperimentBase class to inherit from in order to create trial-based experiments. (One experiment consists of one or more trials.)
 CSettingsTreeNodeClass representing a node from a settings-tree returned by AVR_Settings.build_tree()
 CSingleton< T >Basic class for Singleton classes. Sets a single, static instance of the class to the "Instance" property.
 NMotionNamespace of the arc-vr-motion package
 CAVR_LocomotionProviderProvides locomotion-movement to a controller.
 CAVR_MovementProviderProvides common teleportation/movement functionality to a controller
 CAVR_MovementRayAVR_SolidRay but, when an object is hit, the hit is either valid or invalid. The validity of the hit is determined by AVR_MovementRay.filter. A different color-gradient and/or reticule is displayed depending on the validity of the ray. If no object is hit, the ray always defaults to invalid.
 CAVR_MovementRestrictorWhen using a MovementProvider, this scriptable object allows you to set rules for which surfaces qualify as valid teleport locations and which dont.
 CAVR_TurnProviderProvides turning functionality to a controller.
 NNet
 CAVR_BasicNetworkMenuLets you run the start_host, start_client and start_server commands through a very simple UI.
 CAVR_Net_ConsoleCommandsarc-vr-net console commands.
 CAVR_PlayerSpawnUsed for convenient spawning of players with respective network prefabs.
 CAVR_ThirdPersonCharacterControllerSimple 3rd person character controller script.
 NPhysNamespace of the arc-vr-phys package
 CAVR_AdvancedOffsetGrabProviderEquivalent to AVR_OffsetGrabProvider, but additionally allows for hand-to-object grab mode to be used.
 CAVR_BasicGrabProviderSimplest GrabProvider. Grabbed objects will move their center (obj.transform.position) towards the respective grabpoint.
 CAVR_DebugHandIn-editor drawn hand for setting up GrabNodes.
 CAVR_GrabbableRepresents a grabbable object.
 CAVR_GrabbableFinderClass to retrieve a Grabbable object from a location, volume or similar.
 CAVR_GrabbableVolumeFinderRetrieves an AVR_Grabbable from a given volume (convex collider). The object closest to the given GrabPoint takes priority.
 CAVR_GrabNodeRepresents a grabbable node on an AVR_Grabbable. Nodes have preset poses/constraints for the hand that are applied when grabbed.
 CAVR_HandInteractive hand model that adapts itself to grabbed objects. Only works with Offset- or AdvancedOffset- GrabProviders.
 CAVR_OffsetGrabProviderSame as BasicGrabProvider but additionally allows grabbing objects at an offset. (Eg. you may grab a pan by its handle instead of just its center) Also allows the usage of an AVR_Hand. Use this if you require grabbing larger / more complex objects.
 CGrabbableObjectSoundDataDefines a set of sounds and modifiers to be played during physics events for GrabbableObjectType's
 CGrabbableObjectTypeDefines how an object behaves whilst grabbed.
 CGrabLocationRepresents an (attempted) grab at a given location of an object.
 NUEditor
 NCoreNamespace of the arc-vr-core (UnityEditor) package
 NMotionNamespace of the arc-vr-motion (UnityEditor) package
 NNet
 NPhysNamespace of the arc-vr-phys (UnityEditor) package
 NUINamespace of the arc-vr-ui (UnityEditor) package
 NUINamespace of the arc-vr-ui package
 NLinkNamespace of the arc-vr-ui Linking elements
 NUtilsarc-vr-ui utils namespace
 CAVR_CanvasRepresents a canvas for VR interaction purposes. Allows for interaction with the AVR_UIInteractionProvider.
 CAVR_UIInteractionProviderNOTE: If your EventSystem object has a InputSystemUIInputModule (new Unity input system) then any settings you set on the UIInteractionProvider will have NO effect. You will have to set them through the new Unity Input system. Alternatively, simply use a regular StandaloneInputModule (you can ignore the red error message it display) instead of the InputSystemUIInputModule and make sure you have Project Settings > Player > Active Input Handling set to "Both". This class provides UI Interaction through a VR controller. Requires a AVR_UIRay to be set.
 CAVR_UIRayRepresents a UI pointer-ray.
 CVRInputThis class overrides the base Input with Input from our VR components, thus enabling UI Interaction with a VR controller. The public attributes are automatically set by UIInteractionProvider.
 NUnity
 NNetcode
 NSamples
 CPostBuild