VR Development Framework
v 1.0.0
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AVR
UI
AVR_UIRay
Awake
canvasNormal
reticule
UICamera
Update
override void AVR.UI.AVR_UIRay.Update
(
)
inline
protected
virtual
Reimplemented from
AVR.Core.AVR_Ray
.
Definition at line
52
of file
AVR_UIRay.cs
.
53
{
54
base.Update();
55
if
(
reticule
!= null)
56
{
57
reticule.SetActive(
isVisible
);
58
if
(
isVisible
)
59
{
60
reticule.transform.position = lr.GetPosition(lr.positionCount - 1);
61
reticule.transform.forward = -
canvasNormal
;
62
}
63
}
64
}
AVR.UI.AVR_UIRay.reticule
GameObject reticule
Retocule object to display at the end of our ray.
Definition:
AVR_UIRay.cs:23
AVR.UI.AVR_UIRay.canvasNormal
Vector3 canvasNormal
Normal vector of the canvas we are hovering over (if there is one). This is set automatically by UIIn...
Definition:
AVR_UIRay.cs:29
AVR.Core.AVR_Ray.isVisible
bool isVisible
Is this ray visible
Definition:
AVR_Ray.cs:56