Aligns an object smoothly whenever it is released to keep it leveled. Should be used on non physics-driven grabbable objects, which remain floating in the air when being released.
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
public class UxrAlignOnRelease : UxrComponent
The UxrAlignOnRelease type exposes the following members.
|Awake||Caches the transform component. (Overrides UxrComponent.Awake().)|
|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.)|