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struct | OpenXrHandMovementClientSystem |
| Moves each local PlayerHand based on the current Hand transform relative to the local PlayerOrigin. More...
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struct | OpenXrHeadMovementClientSystem |
| Moves each local PlayerHead with OpenXrHeadMovement based on the current HMD transform relative to the local PlayerOrigin. More...
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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...
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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...
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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...
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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...
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struct | PcHeadMovementClientSystem |
| Moves each local PlayerHead with PcHeadKeyboardMovement in an FPS "fly-through" style using keyboard movement and panning. More...
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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...
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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...
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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...
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