16 using System.Collections;
17 using System.Collections.Generic;
34 internal const uint MAX_SUPPORTED_GLASSES_COUNT = 4;
58 public bool tiltFiveXR =
true;
60 public bool copyPlayerOneCameraTemplate =
true;
61 public bool copyPlayerOneObjectTemplate =
true;
62 #if UNITY_2019_1_OR_NEWER && INPUTSYSTEM_AVAILABLE
63 public bool copyPlayerOnePlayerTemplate =
true;
65 public bool copyCloneCameraTemplateChildren =
true;
66 public bool copyPlayerOneCullingMask =
true;
67 public bool copyPlayerOneFOVToggle =
true;
68 public bool copyPlayerOneFOV =
true;
69 public bool copyPlayerOneNearClipPlane =
true;
70 public bool copyPlayerOneFarClipPlane =
true;
75 [System.Obsolete(
"headPoseCamera is deprecated, and its functionality has been split between " +
76 "GlassesSettings.cameraTemplate (for instantiating eye cameras) " +
77 "and SpectatorSettings.spectatorCamera (for the onscreen preview).")]
89 #pragma warning disable 618
92 #pragma warning restore 618
100 #if UNITY_2019_1_OR_NEWER && INPUTSYSTEM_AVAILABLE
106 public GameObject playerTemplate;
GlassesSettings encapsulates all configuration data used by the Glasses' tracking runtime to compute ...
Camera cameraTemplate
The camera used as a template for creating the eye cameras at runtime.
GlassesMirrorMode glassesMirrorMode
static readonly string DEFAULT_FRIENDLY_NAME
const float DEFAULT_IPD_UGBD
float farClipPlane
The far clip plane in physical space (meters), to adjust for content scale and gameboard size
LayerMask cullingMask
The culling mask to be used by the eye cameras for this pair of glasses.
GameObject objectTemplate
The object used as a template for creating the base Game Object when a specific playerIndex connects.
float nearClipPlane
The near clip plane in physical space (meters), to adjust for content scale and gameboard size
const float MIN_NEAR_CLIP_DISTANCE_IN_METERS
Camera headPoseCamera
The main camera used for rendering the Scene when the glasses are unavailable, and the gameobject use...
bool cloneCameraTemplateChildren
Whether or not the camera template's child gameobjects should be cloned during eye camera instantiati...