VR Development Framework
v 1.0.0
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override void AVR.UI.AVR_UIRay.Awake ( )
inlineprotectedvirtual

Reimplemented from AVR.Core.AVR_Ray.

Definition at line 31 of file AVR_UIRay.cs.

31  {
32  if(!UICamera) {
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;
39  UICamera.depth = 0f;
40  UICamera.allowHDR = false;
41  UICamera.allowMSAA = false;
42  UICamera.targetDisplay = 7;
43  UICamera.enabled = false;
44  }
45  if(mode!=RayMode.STRAIGHT) {
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;
48  }
49  base.Awake();
50  }
RayMode mode
What type of ray should be used
Definition: AVR_Ray.cs:23
Camera UICamera
Camera that is the eventCamera for the underlying inputsystem. If left blank, a Camera with preset va...
Definition: AVR_UIRay.cs:18