The orientation handler is what determines the final rotation of the player after the teleport. More...

Public Types | |
enum | OrientationModes { OrientationModes.HeadRelative, OrientationModes.ForwardFacing } |
The OrientationModes are used to specify how the character should be oriented when they land after a teleport. More... | |
Protected Member Functions | |
TeleportOrientationHandler () | |
override void | AddEventHandlers () |
Derived classes that need to use event handlers need to override this method and call the base class to ensure all event handlers are added as intended. More... | |
override void | RemoveEventHandlers () |
Derived classes that need to use event handlers need to override this method and call the base class to ensure all event handlers are removed as intended. More... | |
abstract void | InitializeTeleportDestination () |
abstract void | UpdateTeleportDestination () |
Quaternion | GetLandingOrientation (OrientationModes mode, Quaternion rotation) |
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virtual void | OnEnable () |
OnEnable is virtual so that derived classes can set up references to objects before AddEventHandlers is called, as is required by TeleportSupport derivations. More... | |
virtual void | OnDisable () |
Protected Attributes | |
LocomotionTeleport.AimData | AimData |
Additional Inherited Members | |
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LocomotionTeleport | LocomotionTeleport [get] |
Detailed Description
The orientation handler is what determines the final rotation of the player after the teleport.
Member Enumeration Documentation
◆ OrientationModes
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strong |
The OrientationModes are used to specify how the character should be oriented when they land after a teleport.
Enumerator | |
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HeadRelative | When the player teleports, they will match the orientation of the destination indicator without adjusting their HMD's orientation. |
ForwardFacing | When the player teleports, the player will be oriented so that when they turn the HMD to match the destination indicator, they will be facing forward with respect to the Oculus sensor setup. They will not immediately face the direction of the indicator, and will need to rotated the HMD view to match the indicated direction. Once rotated, the player will be facing forward to the Oculus sensors. |
Constructor & Destructor Documentation
◆ TeleportOrientationHandler()
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protected |
Member Function Documentation
◆ AddEventHandlers()
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protectedvirtual |
Derived classes that need to use event handlers need to override this method and call the base class to ensure all event handlers are added as intended.
Reimplemented from TeleportSupport.
◆ GetLandingOrientation()
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protected |
◆ InitializeTeleportDestination()
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protectedpure virtual |
Implemented in TeleportOrientationHandlerHMD, TeleportOrientationHandlerThumbstick, and TeleportOrientationHandler360.
◆ RemoveEventHandlers()
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protectedvirtual |
Derived classes that need to use event handlers need to override this method and call the base class to ensure all event handlers are removed as intended.
Reimplemented from TeleportSupport.
◆ UpdateTeleportDestination()
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protectedpure virtual |
Implemented in TeleportOrientationHandlerHMD, TeleportOrientationHandlerThumbstick, and TeleportOrientationHandler360.
Member Data Documentation
◆ AimData
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protected |
The documentation for this class was generated from the following file:
- Oculus/SampleFramework/Core/Locomotion/Scripts/TeleportOrientationHandler.cs