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GameBoard | currentGameBoard |
The game board is the window into the game world, as well as the origin about which the glasses/wand are tracked. More... | |
GameboardType | gameboardTypeOverride = GameboardType.GameboardType_None |
Overrides which gameboard variant is displayed via the gameboard gizmo in the Unity Editor. If GameboardType_None is selected, no override is applied, and the gizmo will update automatically according to the gameboard type detected by the glasses. More... | |
bool | copyPlayerOneGameboard = true |
Properties | |
float | gameBoardScale [get] |
The game board's scale multiplies the perceived size of objects in the scene. More... | |
Vector3 | gameBoardCenter [get] |
The game board position or focal position offset. More... | |
Vector3 | gameBoardRotation [get] |
The game board rotation or focal rotational offset. More... | |
GameboardType | gameboardType [get] |
The gameboard configuration, such as LE, XE, or folded XE. More... | |
Definition at line 24 of file GameBoardSettings.cs.
bool TiltFive.GameBoardSettings.copyPlayerOneGameboard = true |
Definition at line 70 of file GameBoardSettings.cs.
GameBoard TiltFive.GameBoardSettings.currentGameBoard |
The game board is the window into the game world, as well as the origin about which the glasses/wand are tracked.
It can be useful to modify the game board's location for cinematic purposes, such as following an object (such as a player's avatar) in the scene. This avoids the need to directly modify the positions/orientations of the glasses or wand, which track the player's movements relative to the game board.
Definition at line 35 of file GameBoardSettings.cs.
Referenced by TiltFive.TrackableCore< TSettings, TState >.GameboardToWorldSpace(), TiltFive.TrackableCore< TSettings, TState >.Update(), and TiltFive.TrackableCore< TSettings, TState >.WorldToGameboardSpace().
GameboardType TiltFive.GameBoardSettings.gameboardTypeOverride = GameboardType.GameboardType_None |
Overrides which gameboard variant is displayed via the gameboard gizmo in the Unity Editor. If GameboardType_None is selected, no override is applied, and the gizmo will update automatically according to the gameboard type detected by the glasses.
This option can be useful for mocking up how the scene or UI will look when different gameboard variants are used.
Definition at line 43 of file GameBoardSettings.cs.
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The game board position or focal position offset.
Definition at line 57 of file GameBoardSettings.cs.
Referenced by TiltFive.TrackableCore< TSettings, TState >.GameboardToWorldSpace(), TiltFive.TiltFiveManager.GetGameboardPose(), TiltFive.TiltFiveManager2.GetGameboardPose(), TiltFive.TrackableCore< TSettings, TState >.Update(), and TiltFive.TrackableCore< TSettings, TState >.WorldToGameboardSpace().
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The game board rotation or focal rotational offset.
Definition at line 62 of file GameBoardSettings.cs.
Referenced by TiltFive.TiltFiveManager.GetGameboardPose(), and TiltFive.TiltFiveManager2.GetGameboardPose().
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get |
The game board's scale multiplies the perceived size of objects in the scene.
When scaling the world to fit on the game board, it can be useful to think in terms of zoom (e.g. 2x, 10x, etc) rather than fussing with absolute units using and . Directly modifying the game board's scale is convenient for cinematics, tweening/animation, and other use cases in which zooming in/out may be desirable.
Definition at line 52 of file GameBoardSettings.cs.
Referenced by TiltFive.TrackableCore< TSettings, TState >.GameboardToWorldSpace(), TiltFive.TiltFiveManager.GetScaleToUWRLD_UGBD(), TiltFive.TiltFiveManager2.GetScaleToUWRLD_UGBD(), TiltFive.Glasses.GlassesCore.Update(), and TiltFive.TrackableCore< TSettings, TState >.WorldToGameboardSpace().
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get |
The gameboard configuration, such as LE, XE, or folded XE.
Definition at line 68 of file GameBoardSettings.cs.