OVRDebugHeadController Class Reference

This 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. More...

Inheritance diagram for OVRDebugHeadController:

Public Attributes

bool AllowPitchLook = false
 
bool AllowYawLook = true
 
bool InvertPitch = false
 
float GamePad_PitchDegreesPerSec = 90.0f
 
float GamePad_YawDegreesPerSec = 90.0f
 
bool AllowMovement = false
 
float ForwardSpeed = 2.0f
 
float StrafeSpeed = 2.0f
 

Protected Attributes

OVRCameraRig CameraRig = null
 

Detailed Description

This 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.

Member Data Documentation

◆ AllowMovement

bool OVRDebugHeadController.AllowMovement = false

◆ AllowPitchLook

bool OVRDebugHeadController.AllowPitchLook = false

◆ AllowYawLook

bool OVRDebugHeadController.AllowYawLook = true

◆ CameraRig

OVRCameraRig OVRDebugHeadController.CameraRig = null
protected

◆ ForwardSpeed

float OVRDebugHeadController.ForwardSpeed = 2.0f

◆ GamePad_PitchDegreesPerSec

float OVRDebugHeadController.GamePad_PitchDegreesPerSec = 90.0f

◆ GamePad_YawDegreesPerSec

float OVRDebugHeadController.GamePad_YawDegreesPerSec = 90.0f

◆ InvertPitch

bool OVRDebugHeadController.InvertPitch = false

◆ StrafeSpeed

float OVRDebugHeadController.StrafeSpeed = 2.0f

The documentation for this class was generated from the following file: