ScaleSettings contains the scale data used to translate between Unity units and the user's physical space.
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ScaleSettings contains the scale data used to translate between Unity units and the user's physical space.
◆ GetScaleToUWRLD_UGBD()
float TiltFive.ScaleSettings.GetScaleToUWRLD_UGBD |
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float | gameboardScale | ) |
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inline |
◆ GetScaleToWorldSpaceFromGameboardSpace()
float TiltFive.ScaleSettings.GetScaleToWorldSpaceFromGameboardSpace |
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float | gameboardScale | ) |
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inline |
◆ contentScaleRatio
float TiltFive.ScaleSettings.contentScaleRatio = 5f |
The scaling ratio relates physical distances to world-space units.
This value defines how distance units in world-space should appear to players in the real world. This is useful for initially defining a game world's sense of scale, as well as for CAD applications. Use this value alongside to choose the desired physical units (e.g. centimeters, inches, etc). Afterwards, use for cinematic or gameplay purposes.
Suppose that we want to display a bedroom scene that is 10 units across in world space. Also suppose that a person standing in this virtual bedroom would measure that distance to be 4 meters. In this case, we want 10 in-game units to represent 4 meters. Dividing 10 by 4 gives us 2.5, so contentScaleRatio should be set to 2.5 for the player to perceive the virtual space at a 1:1 ratio with reality, assuming is set to meters. If the room was now too large for a comfortable experience using the game board, we could change to inches, and the room would appear to be 25 inches across, now entirely visible within the borders of the game board.
◆ contentScaleUnit
The real-world unit to be compared against when using .
◆ legacyInvertGameboardScale
bool TiltFive.ScaleSettings.legacyInvertGameboardScale = false |
Whether to enable the old, incorrect, behavior whereby the inverse of the gameboard GameObject's scale was used to calculate scaleToUWRLD_USTAGE.
Setting this to true reverts to the legacy method for scaling the gameboard scale.
◆ MIN_CONTENT_SCALE_RATIO
const float TiltFive.ScaleSettings.MIN_CONTENT_SCALE_RATIO = 0.0000001f |
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◆ oneUnitLengthInMeters
float TiltFive.ScaleSettings.oneUnitLengthInMeters |
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get |
◆ physicalMetersPerWorldSpaceUnit
float TiltFive.ScaleSettings.physicalMetersPerWorldSpaceUnit |
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get |
The content scale, in terms of meters per world space unit.
This value can be useful for gravity scaling. Simply divide Earth gravity (9.81m/s^2) by the product of this value and the game board scale.
Suppose the content scale is set to 1:10cm. Using Unity's default gravity setting, the player would see an object in freefall appear to accelerate 1/10th as fast as expected, which could feel unnatural if the game is meant to be perceived as taking place on the table in front of them in the player's space. To fix this, a script with a reference to the Tilt Five Manager could call the following on Awake():
Physics.gravity = new Vector3(0f, 9.81f / tiltFiveManager.glassesSettings.physicalMetersPerWorldSpaceUnit, 0f);
◆ worldSpaceUnitsPerPhysicalMeter
float TiltFive.ScaleSettings.worldSpaceUnitsPerPhysicalMeter |
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get |
The documentation for this class was generated from the following file: