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ImmerseSDK.Avatars Namespace

Avatar functionality
Classes
  ClassDescription
Public classAvatar
Encapsulates all Avatar functionality. Is abstract and have two concrete implementations: Local and Remote.
Public classAvatarIndex
Public classAvatarLocal
Implements the local Avatar functionality. Should only ever be a single instance of this in a scene. Add SteamVR_UpdatePoses to Camera (eye) in 5.6+
Public classAvatarRecordingService
Handles Avatar recording
Public classAvatarRemote
Implements the remote Avatar functionality. All other players in the scene will have one of these instantiated.
Public classAvatarRenderer
Provides references to the components that represent an avatar's head and hands at runtime. You must attach an implementation of this class to your custom avatar prefab, so that the SDK can correctly identify it's head and hands.
Public classAvatarRendererHand
Provides references to the components that represent an avatar's hand at runtime. You must attach an implementation of this class to the root game object of your custom avatar hand, so that the SDK can correctly identify it's parts.
Public classAvatarRendererHead
Provides references to the components that represent an avatar's head at runtime. You must attach an implementation of this class to the root game object of your custom avatar head, so that the SDK can correctly identify it's parts.
Public classAvatarService
Manages avatars
Public classAvatarTransformInfo
List of transforms used to position the various parts of an avatar
Public classConsumerRecordingTrack
Recording tracks aimed at playback (not recording)
Public classControllerDataConsumer
Public classGrid
Grid on the play area
Private classGridShaderProperties
Public classMockControllerDataConsumer
Public classMockDataConsumer
Public classNavigation
Encapsulates navigation for an avatar
Public classProviderRecordingTrack
Recording tracks aimed at recording (not playback)
Public classRecordingTrack
Represents a recording track. A track is independent from other tracks (but synchronised) on the timeline. For instance, the avatar track would include keyframes for the head and hands, but the controller track would be independent and only include data for controller state (when that state has changed). The controller track will have much less frames than the avatar track, thus saving space and bandwidth.,
Public classRecordingTrackRecordingDataKeyFrame
A single keyframe in the recording stream.
Public classScriptedAvatarLocal
Implements the local Avatar functionality. Should only ever be a single instance of this in a scene. Add SteamVR_UpdatePoses to Camera (eye) in 5.6+
Public classScriptedAvatarRemote
Implements the remote Avatar functionality. All other players in the scene will have one of these instantiated.
Interfaces
  InterfaceDescription
Public interfaceIAvatar
All Avatar's implement this
Public interfaceIAvatarDataConsumer
Interface for accessing various serialisation services on an Avatar
Public interfaceIAvatarDataProvider
Interface for accessing various serialisation services on an Avatar
Public interfaceINameTooltipAvatar
Avatar supports name tooltips
Public interfaceIRenderingAvatar
Interface for Avatars the uses cameras to render their view. This is generally only the local avatar (non-scripted)
Public interfaceISerialisationDataConsumer
Interface for consuming byte data, for instance, when we read recorded byte streams and apply them to an avatar
Public interfaceISerialisationDataProvider
Interface for saving the current state of an object to a byte array
Public interfaceITeleportingAvatar
If an Avatar implements this, it can teleport
Public interfaceIToolsAvatar
An Avatar that supports tools interfaces
Delegates
Enumerations