Type of locomotion where the user moves across the scenario in a similar way to FPS video-games.
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
public class UxrSmoothLocomotion : UxrLocomotion
The UxrSmoothLocomotion type exposes the following members.
|Gravity||Gravity when falling.|
Gets whether the locomotion updates the avatar each frame. An example of smooth locomotion is UxrSmoothLocomotion where the user moves the avatar in an identical way to a FPS video-game. An example of non-smooth locomotion is UxrTeleportLocomotion where the avatar is moved only on specific occasions.
The smooth locomotion concept should not be confused with the ability to move the head around each frame. Smooth locomotion refers to the avatar position, which is determined by the avatar’s root GameObject. It should also not be confused with the ability to perform teleportation in a smooth way. Even if some teleportation locomotion methods can teleport using smooth transitions, it should not be considered as smooth locomotion.
The smooth locomotion property can be used to determine whether certain operations, such as LOD switching, should be processed each frame or only when the avatar position changed.
|MetersPerSecondNormal||Meters per second the user will move when walking normally and the joystick is at peak amplitude.|
|MetersPerSecondSprint||Meters per second the user will move when sprinting and the joystick is at peak amplitude.|
|RotationDegreesPerSecondNormal||Degrees per second the user will rotate when walking normally and the joystick is at peak amplitude.|
|RotationDegreesPerSecondSprint||Degrees per second the user will rotate when sprinting and the joystick is at peak amplitude.|
|OnEnable||Tries to place the user on the ground. (Overrides UxrComponent<T>.OnEnable().)|
|UpdateLocomotion||Gathers input and updates the physics parameters. (Overrides UxrLocomotion.UpdateLocomotion().)|
|CheckSetEnabled||Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.)|
|GetOrAddComponent<T>||Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.)|
|GetPathUnderScene||Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.)|
|GetSceneUid||Gets an unique identifier string for the given component. (Defined by ComponentExt.)|
|GetUniqueScenePath||Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.)|
|LoopCoroutine||Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.)|
|SafeGetComponentInParent<T>||Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.)|
Controls whether to show the current object in the inspector. (Defined by ObjectExt.)
Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.)
|ThrowIfNull||Throws an exception if the object is null. (Defined by ObjectExt.)|