Struct LinkageSettings
Explicitly set required Transform objects.
Inherited Members
Namespace: Microsoft.MixedReality.WorldLocking.Core
Assembly: cs.temp.dll.dll
Syntax
[Serializable]
public struct LinkageSettings
Remarks
If Use Existing is not set, then null Transform objects will override the currently set Transforms. When one of the Transform objects is set to null, the system attempts to infer a reasonable choice. For complicated scenes, this inference may be incorrect. For non-trivial scenes: ** If the camera rig is loaded per scene, then a Linkage Setting (via WorldLockingContext) should be set per scene explicitly pointing into that scene's camera hierarchy. ** If the camera rig is loaded once in a shared scene, the Linkage Setting should be in that scene only, and all other Linkage Settings should set "Use Existing" to true. ** If the camera rig is created/managed dynamically from script, then that script should also be responsible for setting the appropriate linkages, and all LinkageSettings should specify "Use Existing".
Fields
AdjustmentFrame
The transform at which to apply the camera adjustment. This can't be the camera node, as its transform is overwritten every frame with head pose data. But the camera should be an attached descendant of this node.
Declaration
public Transform AdjustmentFrame
Field Value
Type | Description |
---|---|
Transform |
CameraParent
The camera parent node defines the "spongy frame of reference". All raw head based data, such as the spatial mapping, gesture events, and XR head pose data, are relative to this transform.
Declaration
public Transform CameraParent
Field Value
Type | Description |
---|---|
Transform |
NoPitchAndRoll
Zero out pitch and roll from the FrozenWorldEngine correction.
Declaration
public bool NoPitchAndRoll
Field Value
Type | Description |
---|---|
Boolean |
Properties
ApplyAdjustment
Apply world locking adjustment to the AdjustmentFrame.
Declaration
public bool ApplyAdjustment { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
If this is false, then it is up to the application to apply the correction. This allows the correction to be applied selectively to subsets of the scene hierarchy.
UseExisting
Ignore set values keep existing linkage, and use whatever was set last.
Declaration
public bool UseExisting { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
Methods
InitToDefaults()
Init all fields to default values.
Declaration
public void InitToDefaults()