Kanda Players 0.7.0
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Kanda.Players.Locomotion.Systems Namespace Reference

Classes

struct  OpenXrHandMovementClientSystem
 Moves each local PlayerHand based on the current Hand transform relative to the local PlayerOrigin. More...
 
struct  OpenXrHeadMovementClientSystem
 Moves each local PlayerHead with OpenXrHeadMovement based on the current HMD transform relative to the local PlayerOrigin. More...
 
struct  OpenXrTeleportClientSystem
 This system handles from processing input, resolving ray cast, and sending LocalTeleportEventData for all entities that have RequestTeleportResolution as well as populating OpenXrTeleportArcPoint buffer to be used when visualizing the teleportation arc for OpenXR. More...
 
struct  OpenXrTeleportVisualClientSystem
 This system instantiates a GameObject from OpenXrTeleportArcVisual based on the enable state of RequestTeleportResolution and updates it each frame. This system also updates the Teleport UI's color based on the teleport states. More...
 
struct  PcHeadLookClientSystem
 Rotates each local PlayerHead with PcHeadMouseRotation in an FPS "mouse look" style using the mouse delta position. Input is constrained to prevent fully rotating around its vertical axis. More...
 
struct  PcHeadMovementBlockerClientSystem
 Do a collider cast to check if the Player Head collides with movement blocking collider(s). On collider, PcHeadHitCollider is set to enable and then will be used in PcHeadMovementClientSystem. More...
 
struct  PcHeadMovementClientSystem
 Moves each local PlayerHead with PcHeadKeyboardMovement in an FPS "fly-through" style using keyboard movement and panning. More...
 
struct  PcTeleportClientSystem
 This system enable RequestTeleportResolution when the teleport button is pressed, and when the ray falls to the floor and the left mouse button is clicked, the teleport event is triggered. More...
 
struct  PcTeleportVisualClientSystem
 This system is showing the reticle object based on the ray hit point in the floor to indicate to where the teleport should occur. More...
 
struct  SynchronizePlayerPartClientSystem
 Finds the remote player part owned by client, ensures that it has a reference to the local player part, then writes the Movable of the local player part to the MovableInput component of the remote player part, allowing it to be synchronized later by the PredictedMovableSystem. More...