Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234567]
 NAssets
 NCom
 NLightShaft
 NOculus
 NOculusSampleFrameworkVisual of finger tip poke tool.
 NOVR
 NOVRSimpleJSON
 NOVRTouchSample
 NPhoton
 NSimpleJSON
 NSimplex
 NUnityEngine
 NUnityStandardAssets
 NVroom
 NYoutubeLight
 CAnalyticsUI
 CAndroidVideoEditorUtil
 CAppDeeplinkUI
 CAugmentedObject
 CAvatarLayer
 CBrushController
 CBufferedAudioStream
 CBuildAssetBundles
 CBuildAssetPackages
 CButtonDownListener
 CChannelSearchDemo
 CCharacterCameraConstraintThis component is responsible for moving the character capsule to match the HMD, fading out the camera or blocking movement when collisions occur, and adjusting the character capsule height to match the HMD's offset from the ground.
 CCharacterCapsuleProcedurally generated capsule mesh which matches the character controller size. This was originally created for visualizing the capsule in the HMD but it could be adapted to other purposes.
 CCommentsDemo
 CCustomDebugUI
 CDebugUIBuilder
 CDebugUISample
 CDemoCustomPlayerScript
 CDesktopChracterInfo
 CDesktopPlayer
 CDesktopPlayerInput
 CDirectorySyncer
 CDrawerInspectorComment
 CDrawerInspectorNote
 CDrawIfAttributeDraws the field/property ONLY if the compared property compared by the comparison type with the value of comparedValue returns true. Based on: https://forum.unity.com/threads/draw-a-field-only-if-a-condition-is-met.448855/
 CDrawIfPropertyDrawerBased on: https://forum.unity.com/threads/draw-a-field-only-if-a-condition-is-met.448855/
 CEnableSwitch
 CEnableUnpremultipliedAlpha
 CFastList
 CFirebaseEnabler
 CFlashlight
 CFlashlightController
 CGazeTarget
 CGazeTargetSpawner
 CGrabObject
 CGroupPresenceSample
 CHandedInputSelector
 CHandMeshMask
 CHandMeshUI
 CHandsActiveChecker
 CIndividualVideoDataDemo
 CInspectorCommentAttribute
 CInspectorNoteAttribute
 CInteractable
 CInvertedSphere
 CLaserPointer
 CLayerAttributeEditor
 CLipSyncDemo_Control
 CLipSyncDemo_SetCurrentTarget
 CLoadVideoTitleToText
 CLocomotionControllerSimply aggregates accessors.
 CLocomotionSampleSupport
 CLocomotionTeleportThe LocomotionTeleport class controls and centralizes functionality for the various types of teleports. The system is designed to work as a set of components that are each responsible for different aspects of the teleport process. This makes it possible for different kinds of teleport behaviors to be occur by simply enabling different combinations of components.
 CMediaPlayerImage
 CMediaPlayerImageEditor
 CMouseLook
 CMoviePlayerSample
 CMoviePlayerSampleControls
 CNetworkManager
 CNetworkPlayer
 CNetworkPlayerSpawner
 CObjectManipulator
 COculusBuildAppAllows Oculus to build apps from the command line.
 COculusBuildSamples
 COculusPluginUpdaterStub
 COculusSpatializerReflectionCustomGUI
 COculusSpatializerUnity
 COculusSpatializerUserParamsEditor
 CONSPAmbisonicsNative
 CONSPAudioPluginUpdater
 CONSPAudioPluginUpdaterStub
 CONSPAudioSource
 CONSPProfiler
 CONSPPropagation
 CONSPPropagationGeometry
 CONSPPropagationGeometryEditor
 CONSPPropagationMaterial
 CONSPPropagationSerializationManager
 CONSPPropagationSettings
 CONSPReflectionZone
 CONSPSettings
 CONSPVersion
 COverlayPassthrough
 COVRADBTool
 COVRAudioSourceTest
 COVRAutoDestroyInMRC
 COvrAvatar
 COvrAvatarAsset
 COvrAvatarAssetMaterial
 COvrAvatarAssetMesh
 COvrAvatarAssetTexture
 COvrAvatarBase
 CovrAvatarBaseComponent
 CovrAvatarBlendShapeParams
 CovrAvatarBlendShapeParams_Offsets
 CovrAvatarBlendVertex
 COvrAvatarBody
 CovrAvatarBodyComponent
 CovrAvatarBodyComponent_Offsets
 COvrAvatarComponent
 CovrAvatarComponent
 CovrAvatarComponent_Offsets
 CovrAvatarControllerComponent
 CovrAvatarDebugLine
 CovrAvatarDebugTransform
 COvrAvatarDriver
 CovrAvatarExpressiveParameters
 CovrAvatarGazeTarget
 CovrAvatarGazeTarget_Offsets
 CovrAvatarGazeTargets
 CovrAvatarGazeTargets_Offsets
 COvrAvatarHand
 CovrAvatarHandComponent
 CovrAvatarHandInputState
 CovrAvatarLight
 CovrAvatarLight_Offsets
 CovrAvatarLights
 CovrAvatarLights_Offsets
 COvrAvatarLocalDriver
 CovrAvatarMaterialLayerState
 COvrAvatarMaterialManager
 CovrAvatarMaterialState
 CovrAvatarMeshAssetData
 CovrAvatarMeshAssetDataV2
 CovrAvatarMeshVertex
 CovrAvatarMeshVertexV2
 CovrAvatarMessage_AssetLoaded
 CovrAvatarMessage_AvatarSpecification
 COvrAvatarPacket
 CovrAvatarPBSMaterialState
 COvrAvatarRemoteDriver
 COvrAvatarRenderComponent
 CovrAvatarRenderPart_ProjectorRender
 CovrAvatarRenderPart_SkinnedMeshRender
 CovrAvatarRenderPart_SkinnedMeshRenderPBS
 CovrAvatarRenderPart_SkinnedMeshRenderPBS_V2
 COvrAvatarSDKManager
 COvrAvatarSettings
 COvrAvatarSkinnedMeshPBSV2RenderComponent
 CovrAvatarSkinnedMeshPose
 COvrAvatarSkinnedMeshRenderComponent
 COvrAvatarSkinnedMeshRenderPBSComponent
 COvrAvatarTestDriver
 CovrAvatarTextureAssetData
 COvrAvatarTextureCopyManager
 COvrAvatarTouchController
 CovrAvatarTransform
 CovrAvatarVisemes
 CovrAvatarVisemes_Offsets
 COVRBinaryChunk
 COVRBone
 COVRBoneCapsule
 COVRBoundaryProvides access to the Oculus boundary system.
 COVRCameraRigA head-tracked stereoscopic virtual reality camera rig.
 COVRChromaticAberrationAllows you to toggle chromatic aberration correction with a gamepad button press.
 COVRConfig
 COVRControllerHelperSimple helper script that conditionally enables rendering of a controller if it is connected.
 COVRControllerTest
 COVRCubemapCaptureHelper script for capture cubemap and save it into PNG or JPG file
 COVRCursor
 COVRCustomSkeleton
 COVRCustomSkeletonEditor
 COVRDebugHeadControllerThis is a simple behavior that can be attached to a parent of the CameraRig in order to provide movement via the gamepad. This is useful when testing an application in the Unity editor without the HMD. To use it, create a game object in your scene and drag your CameraRig to be a child of the game object. Then, add the OVRDebugHeadController behavior to the game object. Alternatively, this behavior can be placed directly on the OVRCameraRig object, but that is not guaranteed to work if OVRCameraRig functionality changes in the future. In the parent case, the object with OVRDebugHeadController can be thougt of as a platform that your camera is attached to. When the platform moves or rotates, the camera moves or rotates, but the camera can still move independently while "on" the platform. In general, this behavior should be disabled when not debugging.
 COVRDebugInfoShows debug information on a heads-up display.
 COVRDeviceSelector
 COVRDisplayManages an Oculus Rift head-mounted display (HMD).
 COVREngineConfigurationUpdater
 COVRGazePointerUI pointer driven by gaze input.
 COVRGearVrControllerTest
 COVRGLTFAccessor
 COVRGLTFLoader
 COVRGLTFScene
 COVRGrabbableAn object that can be grabbed and thrown by OVRGrabber.
 COVRGrabberAllows grabbing and throwing of objects with the OVRGrabbable component on them.
 COVRGradleGeneration
 COVRGridCubeDiagnostic display with a regular grid of cubes for visual testing of tracking and distortion.
 COVRHand
 COVRHandTest
 COVRHapticsClipA PCM buffer of data for a haptics effect.
 COVRHeadsetEmulator
 COVRKtxTexture
 COVRLayerAttributeDummy subtype of PropertyAttribute for custom inspector to use.
 COVRLipSyncOVRLipSync interfaces into the Oculus lip sync engine. This component should be added into the scene once
 COVRLipSyncContextOVRLipSyncContext interfaces into the Oculus phoneme recognizer. This component should be added into the scene once for each Audio Source
 COVRLipSyncContextBaseOVRLipSyncContextBase interfaces into the Oculus phoneme recognizer. This component should be added into the scene once for each Audio Source
 COVRLipSyncContextCannedOVRLipSyncContextCanned drives a canned phoneme sequence based on a pre-generated asset
 COVRLipSyncContextMorphTarget
 COVRLipSyncContextMorphTargetEditor
 COVRLipSyncContextTextureFlip
 COVRLipSyncDebugConsole
 COVRLipSyncMicInput
 COVRLipSyncSequence
 COVRLipSyncTool
 COVRLipSyncToolLoader
 COVRManagerConfiguration data for Oculus virtual reality.
 COVRManagerEditor
 COVRManifestPreprocessor
 COVRMaterialData
 COVRMesh
 COVRMeshData
 COVRMeshRenderer
 COVRMixedRealityCaptureConfiguration
 COVRMixedRealityCaptureTest
 COVRModeParmsLogs when the application enters power save mode and allows you to a low-power CPU/GPU level with a button press.
 COVRMonoscopicAllows you to toggle monoscopic rendering with a gamepad button press.
 COVRNamedArrayAttribute
 COVRNamedArrayPropertyDrawer
 COVRNativeBufferEncapsulates an 8-byte-aligned of unmanaged memory.
 COVRNetwork
 COVROverlayAdd OVROverlay script to an object with an optional mesh primitive rendered as a TimeWarp overlay instead by drawing it into the eye buffer. This will take full advantage of the display resolution and avoid double resampling of the texture
 COVROverlayCanvas
 COVROverlayCanvasEditor
 COVROverlayEditor
 COVROverlayMeshGeneratorWhen attached to a GameObject with an OVROverlay component, OVROverlayMeshGenerator will use a mesh renderer to preview the appearance of the OVROverlay as it would appear as a TimeWarp overlay on a headset.
 COVRPassthroughLayer
 COVRPassthroughLayerEditor
 COVRPlatformMenuShows the Oculus plaform UI.
 COVRPlayerControllerControls the player's movement in virtual reality.
 COVRPluginUpdater
 COVRPluginUpdaterStub
 COVRPoseAn affine transformation built from a Unity position and orientation.
 COVRProfile(Deprecated) Contains information about the user's preferences and body dimensions.
 COVRProgressIndicatorVisualizes progress for operations such as loading.
 COVRProjectConfig
 COVRProjectConfigEditor
 COVRRaycasterExtension of GraphicRaycaster to support ray casting with world space rays instead of just screen-space pointer positions
 COVRResetOrientationAllows you to reset VR input tracking with a gamepad button press.
 COVRResources
 COVRSandwichComposition
 COVRSceneLoader
 COVRSceneSampleControllerSample that allows you to play with various VR settings.
 COVRScreenFadeFades the screen from black after a new scene is loaded. Fade can also be controlled mid-scene using SetUIFade and SetFadeLevel
 COVRScreenshotWizardFrom the selected transform, takes a cubemap screenshot that can be submitted with the application as a screenshot (or additionally used for reflection shaders).
 COVRShaderBuildProcessor
 COVRSkeleton
 COVRSkeletonRenderer
 COVRSpectatorModeDomeTest
 COVRSystemPerfMetrics
 COVRSystemProfilerPanel
 COVRTextureData
 COVRTouchpadHelper
 COVRTrackerAn infrared camera that tracks the position of a head-mounted display.
 COVRVignetteA component to apply a Colored vignette effect to the camera
 COVRWaitCursorRotates this GameObject at a given speed.
 CP2PManager
 CPacketRecordSettings
 CPassthroughBrush
 CPassthroughController
 CPassthroughProjectionSurface
 CPassthroughStyler
 CPassthroughSurface
 CPauseIcon
 CPhotonLauncher
 CPlayer
 CPlayerController
 CPlayerInputManager
 CPlayerManager
 CPlayerMoveManager
 CPlayerPrefsX
 CPlaylistDemo
 CPoseEditHelper
 CReactingLights
 CReflectionSnapshot
 CRemoteLoopbackManager
 CRemotePlayer
 CRichPresenceSample
 CRoomManager
 CSampleUI
 CSceneSampler
 CSelectivePassthroughExperience
 CSimpleCapsuleWithStickMovement
 CSocialPlatformManager
 CSPPquad
 CStartCrashlytics
 CStartMenu
 CSubtitleItem
 CTeleportAimHandlerTeleportAimHandler will provide a series of points in the world that represent the series of line segments (as few as one for a laser) which the player uses to determine where they are aiming for a teleport. This is not the visualization of the aiming, it is merely the set of points representing the line, arc, or whatever shape makes sense for the teleport aiming mechanism which is then used to perform collision detection with the world in order to determine the final teleport target location.
 CTeleportAimHandlerLaser
 CTeleportAimHandlerParabolicThis aim handler simulates the parabolic curve that a thrown item would follow, a common style of teleport aiming.
 CTeleportAimVisualLaser
 CTeleportDestinationThe teleport system uses a prefab with an TeleportDestination component, which will track the target location and update a MechAnim to reflect if the destination is valid. Since the user can switch quickly between valid targets, it might be possible for a destination to remain active in the scene until a deactivation animation is completed. To support this behavior efficiently, these prefabs are managed by a simple object pool. Target handlers that don’t rely on discrete locations like Nodes are likely to have only one TeleportDestination prefab active at a time, however it is possible that multiple teleports can occur with any target handler type and if the TeleportDestination’s MechAnim has a Post Teleport animation it might be necessary to instantiate additional OVRTeleportDestinations to allow targeting to occur before the previous destination finishes it’s animation.
 CTeleportInputHandlerThe TeleportInputHandler provides interfaces used to control aim related to teleports and related behaviors. There are derived implementations of this for Touch controllers, gamepad and HMD based aiming mechanics. Supporting any of these, or other future controllers, is possible by implementing and enabling a different derived type of TeleportInputHandler.
 CTeleportInputHandlerHMDWhen this component is enabled, the player will be able to aim and trigger teleport behavior using HMD aiming.
 CTeleportInputHandlerTouchWhen this component is enabled, the player will be able to aim and trigger teleport behavior using Oculus Touch controllers.
 CTeleportOrientationHandlerThe orientation handler is what determines the final rotation of the player after the teleport.
 CTeleportOrientationHandler360This orientation handler doesn't actually do anything with the orientation at all; this is for users who have a 360 setup and don't need to be concerned with choosing an orientation because they just turn whatever direction they want.
 CTeleportOrientationHandlerHMDThis orientation handler will aim the player at the point they aim the HMD at after they choose the teleport location.
 CTeleportOrientationHandlerThumbstickThis orientation handler will use the specified thumbstick to adjust the landing orientation of the teleport.
 CTeleportPoint
 CTeleportSupportThe TeleportSupport is an EventHandlerBehavior used by a number of derived behaviors which all rely on the a LocomotionTeleport component being present and available.
 CTeleportTargetHandlerThe TeleportTargetHandler's main purpose is to determine when the current aim target is valid and to update the teleport destination as required by the design. This allows specialized versions that can simply update the destination to any arbitrary location, or update only when a teleport node is being pointed at, or anything else that fits the design for limiting when & where a teleport is valid.
 CTeleportTargetHandlerNavMesh
 CTeleportTargetHandlerNodeThis target handler will only return locations that the aim system detects that contain a TeleportPoint component.
 CTeleportTargetHandlerPhysicalThis target handler simply returns any location that is detected by the aim collision tests. Essentially, any space the player will fit will be a valid teleport destination.
 CTeleportTransitionTeleport transitions manage the actual relocation of the player from the current position and orientation to the teleport destination. All teleport transition behaviors derive from this class, primarily for type safety within the LocomotionTeleport to track the current transition type.
 CTeleportTransitionBlinkThis transition will cause the screen to quickly fade to black, perform the repositioning, and then fade the view back to normal.
 CTeleportTransitionInstantThis transition will move the player with no other side effects.
 CTeleportTransitionWarpThis transition will move the player to the destination over the span of a fixed amount of time. It will not adjust the orientation of the player because this is very uncomfortable. Note there is custom editor for this behavior which is used to control the warp interpolation.
 CTeleportTransitionWarpInspector
 CUrlLoadEvent
 CVideoPlayerController
 CVideoProgressBar
 CVideoSearchDemo
 CVoipManager
 CVRMap
 CVRoomInputSystem
 CVRoomInputTest
 CVRPlayer
 CVRPlayerInput
 CVRPlayerMove
 CVRRig
 CYoutubeAddPlayerToSceneEditor
 CYoutubeApiGetUnlimitedVideos
 CYoutubeAPIManager
 CYoutubeChannel
 CYoutubeChannelUI
 CYoutubeComments
 CYoutubeContentDetails
 CYoutubeData
 CYoutubeDemoScript
 CYoutubeDemoUsage
 CYoutubeLogo
 CYoutubePlayerLivestream
 CYoutubePlaylistItems
 CYoutubeSimplified
 CYoutubeSnippet
 CYoutubeStatistics
 CYoutubeSubtitlesReader
 CYoutubeThumbnailData
 CYoutubeTimedEvent
 CYoutubeTumbnails
 CYoutubeVideoUi
 CYT_RotateCamera