Interactive Camera Structure

Emilie Joly

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This section describes the structure of our Camera (IO) for Augmented and Virtual Reality.  Avoid modifying its structure as it will create issues in your scenes unless you have a good understanding of the codebase.

  • Left/Right Hand Active: defines which hand(s) to use in your experience. Note: a 3Dof camera only has the right hand activated for simulation purposes using an Oculus or a Vive.
  • Track Position/Orientation: defines if you want to track your hands’ position and/or orientation. Note: The 3DoF camera has its position tracking disabled to simulate and test the Gear VR controller effect using an Oculus or a Vive.
  • Haptic Audio Clip Min/Max: defines which audio clip to use for haptic feedbacks on controllers who support this functionality. Important: Haptics are currently not supported for VR.

Head (IO): The Head contains the camera (see inside Visuals), it is an Interactive Object (IO) that represents the user in any experience.You can change the size of the proximity collider of the Head (IO) which will define the proximity zone of your user. It also contains a Player Torso object. The Torso represents the approximate position of the user’s torso below its head.

You can change the distance between the head and the torso in the inspector.

Left Hand (IO): Represents the left hand of the player. Here you have access to the Teleport and Levitation options where you can tweak the settings for the left hand.

Right Hand (IO): Represents the right hand of the player. Here you have access to the Teleport and Levitation options where you can tweak the settings for the right hand.