Class OculusXRSDKDeviceManagerProfile
The profile for the Oculus XRSDK Device Manager. The settings for this profile can be viewed if the Leap Motion Device Manager input data provider is added to the MRTK input configuration profile.
Namespace: Microsoft.MixedReality.Toolkit.XRSDK.Oculus.Input
Assembly: cs.temp.dll.dll
Syntax
[MixedRealityServiceProfile(typeof(OculusXRSDKDeviceManager), null)]
public class OculusXRSDKDeviceManagerProfile : BaseMixedRealityProfile
Fields
OnCustomHandMaterialUpdate
Event triggered when the custom material for hand mesh is updated.
Declaration
public Action OnCustomHandMaterialUpdate
Field Value
Type | Description |
---|---|
Action |
Properties
CPULevel
Accessor for the Oculus CPU performance level. https://developer.oculus.com/documentation/native/android/mobile-power-overview
Declaration
public int CPULevel { get; set; }
Property Value
Type | Description |
---|---|
Int32 |
CustomHandMaterial
Custom hand material to use for hand tracking hand mesh.
Declaration
public Material CustomHandMaterial { get; set; }
Property Value
Type | Description |
---|---|
Material |
GPULevel
Accessor for the Oculus GPU performance level.
Declaration
public int GPULevel { get; set; }
Property Value
Type | Description |
---|---|
Int32 |
LocalAvatarPrefab
Prefab reference for LocalAvatar to load, if none are found in scene.
Declaration
public GameObject LocalAvatarPrefab { get; set; }
Property Value
Type | Description |
---|---|
GameObject |
LowConfidenceTimeThreshold
Time in seconds after which low confidence is considered unreliable, and tracking is set to false.
Declaration
public float LowConfidenceTimeThreshold { get; set; }
Property Value
Type | Description |
---|---|
Single |
OVRCameraRigPrefab
Prefab reference for OVRCameraRig to load, if none are found in scene. This prefab is required for MRTK on Oculus Quest to support handtracking
Declaration
public GameObject OVRCameraRigPrefab { get; set; }
Property Value
Type | Description |
---|---|
GameObject |
PinchStrengthMaterialProperty
Property in custom material used to visualize pinch strength.
Declaration
public string PinchStrengthMaterialProperty { get; }
Property Value
Type | Description |
---|---|
String |
RenderAvatarHandsInsteadOfController
Using avatar hands requires a local avatar prefab. Failure to provide one will result in nothing being displayed. "Note: In order to render avatar hands, you will need to set an app id in Assets/Resources/OvrAvatarSettings. Any number will do, but it needs to be set.")]
Declaration
public bool RenderAvatarHandsInsteadOfController { get; }
Property Value
Type | Description |
---|---|
Boolean |
UpdateMaterialPinchStrengthValue
If true, will update material pinch strength using OVR Values.
Declaration
public bool UpdateMaterialPinchStrengthValue { get; }
Property Value
Type | Description |
---|---|
Boolean |
UseCustomHandMaterial
If true, hand mesh material will be replaced with custom material.
Declaration
public bool UseCustomHandMaterial { get; }
Property Value
Type | Description |
---|---|
Boolean |
Methods
ApplyConfiguredPerformanceSettings()
Declaration
public void ApplyConfiguredPerformanceSettings()