| CWhisper.Utils.AudioChunk | Small portion of recorded audio |
| CWhisper.Tests.AudioUtilsTests | |
| CBarrier | Represents a barrier in the world. Barriers are three-dimensional rectangular prisms. A common example of a barrier is a wall |
| CWhisper.Native.WhisperNativeParams.beam_search_struct | |
| CFMAR.Core.CommonHand.Bone | Contains position/rotation data about an individual bone within the hand |
| CFMAR.UI.Widgets.WidgetManager.BuddyHudWidgetPrefab | A prefab for a widget. Allows widgets to be assigned to a default slot |
| CFMAR.UI.Widgets.WidgetManager.BuddyHudWidgetUserConfigFile | Represents a user's configuration for the widget system, saves the widget layout so the user doesn't have to set it every time |
| CFMAR.UI.Widgets.WidgetManager.BuddyHudWidgetUserConfigItem | Describes the slot a widget is in, in a serializable format |
| ►CButton | |
| CFMAR.UI.Widgets.Keyboard.UpDownButton | A custom button that triggers actions on pointer down and pointer up events |
| CFMAR.UI.CanvasInteractions.CanvasInteractionsCursor | Handles the cursor for the Buddy HUD. The cursor is used to interact with widgets, simulating a mouse cursor |
| CFMAR.Audio.MicrophoneCapturer.CircularBuffer< T > | Circular buffer data structure for storing audio samples |
| CFMAR.Audio.MicrophoneCapturer.CircularBuffer< float > | |
| ►CFMAR.Core.CommonHand | A "common" hand structure which is capable of representing hands in a universal way, for use in any FMAR modules which use hands. XR Providers can inherit from this class to create a conversion scheme which translates other types of hand structures into a common hand |
| CFMAR.XRProviders.Oculus.OculusCommonHand | Common hand implementation for the Oculus XR provider. Maps the OVRHand to the CommonHand class |
| CFMAR.XRProviders.UnityXR.UnityXrCommonHand | Class which converts a UnityXR hand into an FMAR Core common hand |
| CCompound | |
| Caudioserver.data_types | |
| Csimpleserver.data_types | |
| CFMAR.Internal.CommonDataTypes.Date | Custom serializable date struct, easy to set in the unity inspector |
| CFMAR.XRProviders.UnityXR.UnityXrDeviceManager.Device | A device in the Unity XR provider. Can represent a headset, controller, hand, or some other device |
| CDoubleList | |
| ►CEditor | |
| CProcedureEditor | |
| CPulseDataConsumerEditor | |
| ►CPulseEngineControllerEditor | |
| CPulseActionOnClickEditor | |
| CPulseEngineDriverEditor | |
| CPulseEngineScenarioDriverEditor | |
| CExternalHemorrhageCmpt | |
| CFMAR.Core.FingerPinchData | |
| ►CFMARAnchor | Abstract base class representing an anchor in the environment. Provides properties for the anchor's ID, position, and rotation |
| CMLFMARAnchor | Magic Leap anchor, managed by MLAnchorProvider |
| COVRFMARAnchor | Anchor Provider for Oculus/Meta headsets |
| CWhisper.Native.WhisperNativeParams.greedy_struct | |
| CFMAR.Internal.CommonDataTypes.PersonInfo.Height | Struct used to represent a person's height in feet and inches |
| ►CIDisposable | |
| CFMAR.ImageProcessing.ObjectDetection.PythonYolo | Python Yolo instance, launches python process running yolo, and sends images to it for object detection |
| ►CFMAR.Internal.Tooltips.IHasTooltip | Interface describing an object that has a tooltip, and it's required properties for rendering |
| CFMAR.Internal.Tooltips.Tooltip | A tooltip object. Used in UI and behaves like your standard tooltip |
| CFMAR.UI.Widgets.HotbarButton | A button in the hotbar that performs a specific action when clicked, has fixed functions for saving and recalling widgets, and toggling the HUD buddy |
| CFMAR.UI.Widgets.Map.PoiIcon | Represents a point of interest icon on the map |
| ►CFMAR.Internal.Inspectables.IInspectable | Interface for objects that can be inspected in the inspector widget |
| CFMAR.Comms.Air.ClientAirBroadcaster | A component that broadcasts the client's air tank values over the network |
| CFMAR.Comms.Vitals.ClientVitalsBroadcaster | The ClientVitalsBroadcaster class is responsible for broadcasting vital signs data from the client to the server and other clients. It manages the collection, caching, and transmission of vital signs such as heart rate and EKG data. It also handles airway obstruction actions and notifies when certain thresholds are exceeded |
| CFMAR.Comms.Voice.ClientVoiceBroadcaster | Manages client-side voice broadcasting functionality |
| CFMAR.Internal.Notifications.ClientNotifications | |
| ►CFMAR.Internal.PointsOfInterest.PointOfInterest | Point of interest object, is visible within the world and also on the map. This is the object that lives in the world and defines the location of the POI, and provides a physical representation of the POI in world space |
| CFMAR.Internal.PointsOfInterest.Breadcrumb | Breadcrumb object, acts as a specialized point of interest that is automatically placed at the user's location over time, to help them find their way back |
| CFMAR.Internal.Waypoints.AbstractWaypoint | Non-monobehaviour version of waypoints |
| CFMAR.Networking.FmarClient | A client in the FMAR network. Core network object for a user. Required for network functionality |
| ►CINetworkSerializable | |
| CFMAR.Comms.Voice.Transcription | Represents a transcription of voice data |
| CFMAR.Comms.Voice.VoiceChannel | Represents a voice channel for communication. Channels are used to selectively communicate with a subset of other clients on the network |
| CFMAR.Comms.Voice.VoiceChannelArray | Represents an array of voice channels for network transmission |
| CFMAR.Internal.Notifications.Notification | |
| CFMAR.Internal.Inspectables.InspectorRow | A row displayed in the FMAR Inspector, containing some bit of information about the inspected object as well as an optional link to be triggered when the row is clicked |
| CInternalHemorrhageCmpt | |
| ►CIPointerDownHandler | |
| CFMAR.UI.CustomComponents.Button | A custom button used in FMAR interfaces. Normal Unity buttons don't have the notion of depth, so this button allows visual feedback of how much the button has been pressed |
| ►CIPointerEnterHandler | |
| CFMAR.UI.CustomComponents.Button | A custom button used in FMAR interfaces. Normal Unity buttons don't have the notion of depth, so this button allows visual feedback of how much the button has been pressed |
| CFMAR.UI.Widgets.Notifications.Notification | UI Element representing a notification, displayed in the notifications widget |
| ►CIPointerExitHandler | |
| CFMAR.UI.CustomComponents.Button | A custom button used in FMAR interfaces. Normal Unity buttons don't have the notion of depth, so this button allows visual feedback of how much the button has been pressed |
| ►CIPointerUpHandler | |
| CFMAR.UI.CustomComponents.Button | A custom button used in FMAR interfaces. Normal Unity buttons don't have the notion of depth, so this button allows visual feedback of how much the button has been pressed |
| ►CIScrollHandler | |
| CFMAR.UI.Widgets.Map.Map | Map widget, which displays points of interest, barriers, breadcrumbs, etc and allows interactions such as zooming and panning |
| ►CFMAR.Comms.Vitals.IVitalsProvider | Interface for providing vital signs data |
| CFMAR.Comms.Vitals.ClientVitalsBroadcaster | The ClientVitalsBroadcaster class is responsible for broadcasting vital signs data from the client to the server and other clients. It manages the collection, caching, and transmission of vital signs such as heart rate and EKG data. It also handles airway obstruction actions and notifies when certain thresholds are exceeded |
| CFMAR.UI.Widgets.CPRTrainer.CprTrainer | The CPR Trainer widget, allows the user to simulate CPR compression and provides feedback on the quality of the compression |
| CFMAR.UI.Widgets.VitalsMonitor.MultiPulseVitalsMonitor | Vitals monitor widget, manages the UI for the vitals monitor, displaying vitals listings for the targeted pulse instance |
| CNetVitalsProvider | Provides vitals over the network, server authoritative |
| CWhisper.Utils.MainThreadDispatcher | Helper class to dispatch events from main thread. Useful to pass events from other threads to Unity main thread |
| ►CMonoBehaviour | |
| CAnchorDebugObjectCreator | Creates and manages debug objects for anchors |
| CAnchorDebugPlacement | Handles the placement and removal of debug anchors using controller input |
| CAnchorFollower | Follows the position and rotation of a specified anchor |
| ►CAnchorProvider | Abstract base class for any system which allows the creation and management of anchors in the environment. This is required as different platforms have different ways of handling anchors. It allows us to abstract away the differences and provide a unified interface for the rest of the system |
| CMLAnchorProvider | Anchor Provider for Magic Leap 2, allows for the creation and management of anchors |
| CMockAnchorProvider | Mock Anchor Provider, for use in the editor |
| COVRAnchorProvider | Anchor provider for Oculus XR, allows for the creation and management of anchors. Uses player preferences for storage of anchor references, this is how Meta officially recommends storing anchors via their documentation |
| CArrowAnimation | |
| CBillboardToHeadset | Makes an object smoothly face the VR headset with configurable lerping |
| CBob | Simple script used to bob an object up and down at a fixed interval |
| CButtonSlider | A custom slider that is controlled by buttons instead of dragging the handle |
| ►CCameraCapturer | Abstract base class for any system which allows the capturing of camera data. This is required as different platforms have different ways of handling camera data. It allows us to abstract away the differences and provide a unified interface for the rest of the system |
| CMLCVCameraCapturer | Captures camera data from the Magic Leap CV (Computer Vision) camera, and feeds it through the CameraCapturer pipeline |
| CMockCameraCapturer | Mock implementation of a camera capturer for testing purposes. Uses a predefined image to simulate the camera capturer |
| CCustomUiComponentManager | Manages the interaction mode and touch screen distance for the custom UI components |
| CEdgeDetectionToggle | |
| CFMAR.Audio.AudioVisualizer | A class to visualize audio data by modifying the size of UI bars based on audio samples |
| CFMAR.Audio.MicrophoneCapturer | Captures audio data from the microphone, processes it, and stores it in a circular buffer. Also provides methods to retrieve the captured audio data |
| CFMAR.Core.CoreRig | An XR rig which consults the Core device manager to set the position of its own "headset" and "controller" objects |
| CFMAR.Core.DebugObject | Object that will only exist in debug builds. For any other build, the object will destroy itself upon awake |
| CFMAR.Core.EnableDisableEvents | Invokes UnityEvents when the GameObject is enabled or disabled |
| CFMAR.Core.FmarDeviceManager | Core device manager which manages all headsets, trackers, and controllers from all XR Providers |
| CFMAR.Core.TargetFramerateSetter | Forces the target framerate to a specific value |
| ►CFMAR.Core.XrProvider | Generic class representing an "XR Provider" which is a FMAR concept based on the Unity XR Management system. XRProviders are activated based on the current platform and are a crucial piece to the cross-platform support of FMAR |
| CFMAR.XRProviders.MagicLeap.MagicLeapXrProvider | Implementation of XRProvider for Magic Leap |
| CFMAR.XRProviders.Mock.MockXrProvider | The mock provider only works on Windows and is meant for debugging |
| CFMAR.XRProviders.Oculus.OculusXrProvider | |
| CFMAR.XRProviders.UnityXR.UnityXrXrProvider | The UnityXR provider is generally safe to use in most circumstances. Many devices are passed through this layer by default, and in certain cases additional providers may not be necessary |
| ►CFMAR.Demos.DemoCore.DemoBase | Inherit from this class to create a demo canvas |
| CFMAR.Demos.EMS.EMSDemo | Core script used to handle demo logic for the EMS scenario |
| CFMAR.Demos.Fire.FireDemo | Core script used to handle demo logic for the fire scenario |
| CFMAR.Demos.DraggableAnchors.DraggableAnchor | Anchor that can be dragged around using controllers/hands when in edit mode |
| CFMAR.Demos.DraggableAnchors.DraggableAnchorManager | Manages the creation and persistence of draggable anchors |
| ►CFMAR.Gestures.GestureBase | Base class for gesture handling, providing common functionality for gesture detection |
| CFMAR.Gestures.DirectionalPinchGesture | Directional pinch gesture that provides events for pinching and stopping pinching |
| CFMAR.Gestures.OpenPalmThrustGesture | Gesture used for detecting a "thrust" in a specific direction, with the palm open |
| CFMAR.Gestures.PinchAndMoveGesture | Complex pinch gesture that provides information about distance moved when pinching and dragging, relative to the head |
| CFMAR.Gestures.ThumbsUpGesture | Class for detecting and handling the thumbs up gesture |
| CFMAR.Gestures.ToggleFollowGesture | |
| CFMAR.ImageProcessing.ObjectDetection.TestObjectDetectionImageProcessing | Test script for sending images to a Python server for object detection |
| CFMAR.ImageProcessing.QRCodeRecognition.QrCodeReaderTester | Test script for QR code recognition using ZXing (Zebra Crossing) |
| CFMAR.Internal.PatientInfo.MockPatient | A fake patient object meant to demo the patient info functionality |
| CFMAR.Internal.PointsOfInterest.BarrierComponent | Barrier object, creates a barrier to be used by the map system |
| CFMAR.Internal.PointsOfInterest.PointOfInterestPlacement | Used to place points of interest in the world |
| CFMAR.Internal.Procedures.ProcedureManager | The procedure manager. Handles procedure flow, as well as stopping and starting procedures |
| CFMAR.Internal.Tooltips.Tooltip | A tooltip object. Used in UI and behaves like your standard tooltip |
| CFMAR.Navigation.Pathfinder.Pathfinder | Using Unity's NavMesh system, finds a path to the Waypoint system's current "destination" waypoint and draws a dotted line representing the path the user should take to get to that point |
| CFMAR.Networking.FmarClientManager | Manages the FmarClient objects in the network, including adding, removing, and accessing them |
| CFMAR.Networking.FmarNetworkDiscovery | Used to broadcast the server name and port to the network so that other clients can connect to the server. Runs on a different port than other network functionality |
| CFMAR.Networking.NetworkCommandLine | Handles command line arguments for network settings at launch |
| CFMAR.Networking.ServerManager | Manages the server list and saves it to a file for persistence across sessions |
| CFMAR.UI.AirHud.AirHud | The AirHud is a UI element that displays the air remaining for the user |
| CFMAR.UI.AirLED.AirLed | |
| CFMAR.UI.BuddyHUD.Subtitle | Subtitle UI element, displays the subtitle text |
| CFMAR.UI.BuddyHUD.SubtitleDisplay | Subtitle display, manages the UI for the subtitle display |
| CFMAR.UI.CanvasInteractions.CanvasInteractionsTooltip | Tooltip object used by the BuddyHud for rendering tooltip text where the virtual mouse pointer is pointing |
| CFMAR.UI.CanvasInteractions.EnableCanvasByCameraAngle | Script that enables and disables, as well as adjusts fade on a curve based on the camera angle and other factors |
| CFMAR.UI.CanvasInteractions.XrCanvasInteractions | |
| CFMAR.UI.CustomComponents.Button | A custom button used in FMAR interfaces. Normal Unity buttons don't have the notion of depth, so this button allows visual feedback of how much the button has been pressed |
| CFMAR.UI.Indicator.IndicatorHud | A heads-up display that resides in the user's peripheral vision and points in the direction of waypoints. Currently broken as we have removed the old waypoint system it depended on. The replacement point-of-interest system could be set up to work similarly if desired |
| CFMAR.UI.Indicator.PeripheralIndicator | A single indicator which is associated with a single waypoint somewhere in 3D space |
| CFMAR.UI.Indicators.Indicator | A single indicator which is associated with a single point of interest somewhere in 3D space |
| CFMAR.UI.Indicators.Indicators | Indicator system which creates spatialized indicator for each Point of Interest |
| CFMAR.UI.Mountpoints.MountPoints | Container class for "mount points", key points at certain places along the Core Rig e.g. the user's wrists, forearms, etc. These points can then be used to "mount" interfaces, for example the FollowHUD or TabbedDisplay, which will then follow that point on the user's body |
| CFMAR.UI.Mountpoints.SmoothTransform | Convenience class for handling a transform that should smooth damp/lerp towards a specified position and rotation over a specified time period |
| CFMAR.UI.PeripheryFader.PeripheryFader | Handles fading effects on the periphery based on notification urgency levels |
| CFMAR.UI.ProcedureHUD.ProcedureHud | Manages the display of the procedure HUD, including current steps and choices |
| CFMAR.UI.ProcedureHUD.ProgressHierarchyBar | Represents a single bar in the progress hierarchy, indicating the depth, active state, and completion status |
| CFMAR.UI.ProcedureHUD.VideoPlaybackHud | Manages the video playback HUD, showing or hiding it based on the current procedure step |
| CFMAR.UI.RadialMenu.RadialMenu | Manages the radial menu UI, including its options and interactions |
| CFMAR.UI.Widgets.CarDriverSearch.DriverInfoWindow | Displays driver information in the UI |
| CFMAR.UI.Widgets.CarDriverSearch.RecordInfoWindow | Displays driver records in the UI |
| CFMAR.UI.Widgets.CarDriverSearch.VehicleInfoWindow | Displays vehicle information in the UI |
| CFMAR.UI.Widgets.EMS.PatientInfo.AllergiesWindow | A window that displays a list of allergies for a patient |
| CFMAR.UI.Widgets.EMS.PatientInfo.BasicInfoWindow | A window that displays basic information about a patient |
| CFMAR.UI.Widgets.EMS.PatientInfo.MedicalRecordsWindow | A window that displays a list of medical records for a patient |
| CFMAR.UI.Widgets.EMS.PatientInfo.RecordTemplate | A template for a medical record in the medical records window |
| CFMAR.UI.Widgets.EMS.TraumaTreatment.Hospital | Displays information about a hospital |
| CFMAR.UI.Widgets.HotbarButton | A button in the hotbar that performs a specific action when clicked, has fixed functions for saving and recalling widgets, and toggling the HUD buddy |
| ►CFMAR.UI.Widgets.Keyboard.Key | Represents a key on the virtual keyboard |
| CFMAR.UI.Widgets.Keyboard.SpecialKey | Represents a special key on the virtual keyboard, such as Backspace, Tab, CapsLock, Enter, Shift, or Space |
| CFMAR.UI.Widgets.Map.BreadcrumbIcon | Represents a breadcrumb icon on the map |
| CFMAR.UI.Widgets.Map.PoiIcon | Represents a point of interest icon on the map |
| CFMAR.UI.Widgets.Notifications.Notification | UI Element representing a notification, displayed in the notifications widget |
| CFMAR.UI.Widgets.PointsOfInterest.PoiInspector | Root inspector for points of interest. Handles switching between view and edit modes |
| CFMAR.UI.Widgets.PointsOfInterest.PoiInspectorEdit | Edit view for points of interest |
| CFMAR.UI.Widgets.PointsOfInterest.PoiInspectorView | View mode for points of interest |
| CFMAR.UI.Widgets.PointsOfInterest.PoiList | Manages the list of points of interest in the points of interest widget |
| CFMAR.UI.Widgets.Procedures.Hierarchy | |
| CFMAR.UI.Widgets.Procedures.HierarchyItem | |
| CFMAR.UI.Widgets.Procedures.HierarchySublist | |
| CFMAR.UI.Widgets.ServerBrowser.ServerButton | A button that can be pressed to connect to a server |
| CFMAR.UI.Widgets.TabbedDisplay | A widget container that has a tab control to switch between widgets |
| CFMAR.UI.Widgets.VitalsMonitor.MultiPulseVitals | Renders and updates a group of MultiPulseVitalsListing objects using a provided IVitalsProvider |
| ►CFMAR.UI.Widgets.VitalsMonitor.VitalsListing | Base class for a vitals listing, manages the UI for a single vital |
| CFMAR.UI.Widgets.VitalsMonitor.VitalsListingLine | Vitals listing for a single vital, displays a line renderer to represent the vital |
| CFMAR.UI.Widgets.VitalsMonitor.VitalsListingText | Vitals listing for a single vital, displays a text component to represent the vital |
| ►CFMAR.UI.Widgets.Widget | Base widget class for FMAR UI widgets. Meant to be inherited from to add any additional desired functionality |
| CCameraRendererWidget | A widget that captures and displays the RGB camera feed asynchronously. Used for debugging the camera feed |
| CFMAR.UI.Widgets.CPRTrainer.CprTrainer | The CPR Trainer widget, allows the user to simulate CPR compression and provides feedback on the quality of the compression |
| CFMAR.UI.Widgets.CarDriverSearch.CarDriverSearch | Manages the car and driver search functionality, including UI updates and data handling |
| CFMAR.UI.Widgets.Console.Console | The Console widget, displays logs within the headset. Useful for debugging, as it isn't otherwise possible to see Unity's console output within a headset |
| CFMAR.UI.Widgets.EMS.PatientInfo.PatientInfo | A widget that displays information about a patient |
| CFMAR.UI.Widgets.EMS.TraumaTreatment.TraumaTreatment | Trauma Treatment widget, displays information about injuries, treatment options, and hospitals |
| CFMAR.UI.Widgets.Inspector.Inspector | The Inspector widget, used to display information about generic IInspectable objects |
| CFMAR.UI.Widgets.Keyboard.Keyboard | Virtual keyboard widget, displays a floating keyboard widget that can be used to type into input fields |
| CFMAR.UI.Widgets.Map.Map | Map widget, which displays points of interest, barriers, breadcrumbs, etc and allows interactions such as zooming and panning |
| CFMAR.UI.Widgets.Notifications.Notifications | Notifications widget, displays notifications from various sources and allows the user to interact with them |
| CFMAR.UI.Widgets.PointsOfInterest.PointsOfInterest | Points of interest widget, manages the UI for the points of interest, including viewing and editing points of interest |
| CFMAR.UI.Widgets.Procedures.Procedures | |
| CFMAR.UI.Widgets.ServerBrowser.ServerBrowser | The server browser widget. Allows the user to connect to and disconnect from servers |
| CFMAR.UI.Widgets.VitalsMonitor.MultiPulseVitalsMonitor | Vitals monitor widget, manages the UI for the vitals monitor, displaying vitals listings for the targeted pulse instance |
| CFMAR.UI.Widgets.VitalsMonitor.VitalsMonitor | Vitals monitor widget, manages the UI for the vitals monitor, displaying vitals listings for the targeted pulse instance |
| CFireControlsWidget | Fire Controls widget, allows the user to toggle fire effects, adjust the darkness of the scene, and adjust the fire and smoke amounts |
| CStatsWidget | FMAR widget that displays debug-stats, such as FPS |
| CVoiceComms | Voice Communications widget, Displays data for voice channel management, and voice transcriptions, and allows the user to join and leave voice channels |
| CFMAR.UI.Widgets.WidgetBackgroundElement | A background element for a widget. Used to allow custom colors and transparency for the widget |
| ►CFMAR.UI.Widgets.WidgetContainer | An object that can hold a widget. Allows the ability to move widgets around between various containers, and to lock the widget to prevent moving |
| CFMAR.UI.Widgets.DockElement | |
| CFMAR.UI.Widgets.FloatingDisplay | A widget container that stays where it was last positioned |
| ►CFMAR.UI.Widgets.GridSlot | A container that widgets can be placed into, in a grid format |
| CFMAR.UI.Widgets.TabbedDisplaySlot | A slot in a tabbed display |
| CFMAR.UI.Widgets.Tab | An individual tab in a tabbed display |
| CFMAR.UI.Widgets.WidgetManager | The WidgetManager is responsible for spawning and managing the "grid" of widgets, which is not currently in use in favor of the tabbed display system |
| CFMAR.XRProviders.Mock.MockHeadset | A mock headset which can be controlled using the mouse and WASD keys on the keyboard. Useful for debugging and rapid iteration |
| CFMAR.XRProviders.Oculus.EdgeDetectionManager | Manages the edge detection for the Oculus XR provider. Allows toggling of edge detection on the passthrough layer |
| CFMAR.XRProviders.Oculus.OVRHandManager | This component should be placed in the OVR Rig in such a way that it parents any OVR Hands in the rig. Manages OVR hands and adds them as common hands in the FMAR Core device manager |
| CFMAR.XRProviders.UnityXR.UnityXrDeviceManager | Keeps track of UnityXR's device list and adds compatible devices to FMAR Core's device manager if appropriate |
| CFollowHud | |
| CHighlightableObject | Highlightable object, allows the object to be highlighted and have a pulse effect |
| CHudBuddy | A "follower" behavior for a widget. Designed to act as a Hud while generally staying out of the way, except when needed, and naturally moving around the environment |
| CHudCanvas | Manages the HUD canvas and its position relative to the user |
| CLinkListener | Listens for a link to be triggered and invokes an event when it is |
| CMagicLeapCameraClippingPlaneFixer | Magic Leap camera clipping plane fixer, fixes the clipping planes of the camera to a fixed value. Required since the Magic Leap usually clamps the clipping plane values, and doesn't allow adjustments outside of those ranges |
| CMagicLeapHandManager | Enables hand tracking on the Leap platform |
| CMagicLeapMeshVisualizer | Allows display of the mesh of the world provided by the Magic Leap Meshing Subsystem |
| CMarkerTrackingTest | Test script to utilize Magic Leap's built-in marker tracking to detect and track markers. Note that other camera access is unavailable while this is in use, and this only works for magic leap, so we are not using this |
| CMeshFireStarter | Manages the fire effect on a mesh, including turning on the mesh when the mesh has been set |
| CMockDriverLicense | Represents a mock driver license component. Meant for testing purposes |
| CMockLicensePlate | Represents a mock license plate component. Meant for testing purposes |
| CMultiPulseVitalsListing | Renders one or more vitals using a line renderer and text displays |
| COcclusionShaderObject | Custom shader object for meta that allows you to hide objects occluded by the real world |
| CPassthroughAnimator | Animates the passthrough layer to fade in and out over time |
| CPlaceMarker | Places markers on the ground based on voice input. Not in use due to unpredictable text output from Whisper, but could be expanded to allow voice commands |
| ►CPulseDataConsumer | |
| ►COpenPulseDataConsumer | |
| CFMAR.Comms.Vitals.VitalsObserver | Observes and processes vital signs data from the Pulse engine |
| CPulseDataLineRenderer | |
| CPulseDataNumberRenderer | |
| ►CPulseDataSource | |
| CFMARPulseEngineDriver | Custom PulseEngineDriver utilizing an Enum for various data, instead of integers. Pulse's default is unwieldy |
| CPulseCSVReader | |
| CPulseEngineDriver | |
| CPulseEngineScenarioDriver | |
| CPulseRandomValueGenerator | |
| ►CPulseEngineController | |
| CPulseActionOnClick | |
| CPythonAudioTranscriber | Python audio transcriber, manages the audio transcription process, sending audio data to the Python server, and displaying the transcribed text |
| CPythonTransport | Transport for sending and receiving messages to and from a Python server |
| CSmokeFader | Creates depth planes to simulate smoke on quest |
| CSpatialMappingPermissionRequester | Requests the Spatial_Mapping permission and enables/disables the MeshingSubsystemComponent depending on the user's preference |
| CSpin | Simple script used to spin an object around an axis |
| CStringFunnel | Manages string mappings and provides functionality to convert invalid strings to valid ones |
| CTimerEnabler | Enables a MonoBehaviour after a delay. Can be used to work around timing issues |
| CTranscriptLog | Manages a log of transcript lines for display |
| CVirtualDriversLicense | Displays a "fake" drivers license in world-space. Meant to mock drivers licenses for demo purposes |
| CVirtualLicensePlate | Displays a "fake" license plate in world-space. Meant to mock license plates for demo purposes |
| CWhisper.Utils.MicrophoneRecord | Controls microphone input settings and recording |
| CWhisper.Utils.RotatingCube | Simple rotation script to check if Unity didn't hanged |
| CWhisper.WhisperManager | Manages Whisper model lifecycle in Unity scene |
| ►CNetworkBehaviour | |
| ►CClientVoiceProcessor | Abstract base class for processing client voice data from a broadcaster |
| CAudioSourceClientVoiceProcessor | Processes client voice data and manages audio playback using an AudioSource |
| CWhisperServerSide | |
| CFMAR.Comms.Air.AirManager | Handles the replication of air tank values |
| CFMAR.Comms.Vitals.VitalsManager | Manages the vital signs broadcasters for clients in the network |
| CFMAR.Comms.Voice.VoiceManager | Manages voice communication channels and client voice broadcasting |
| CFMAR.Internal.Notifications.NotificationsManager | |
| CFMAR.Internal.PointsOfInterest.PointOfInterest | Point of interest object, is visible within the world and also on the map. This is the object that lives in the world and defines the location of the POI, and provides a physical representation of the POI in world space |
| CFMAR.Internal.PointsOfInterest.PointOfInterestManager | Manages the creation and destruction of points of interest, as well as the drawing of breadcrumb paths |
| ►CFMAR.Networking.Camera.ClientCameraProcessor | Abstract base class for processing camera data received from clients |
| CFMAR.ImageProcessing.ImageToText.ClientCameraToText | Utilizes Tesseract to process images sent from the client's camera on the server, and logs the text results to the console |
| CFMAR.Networking.Camera.ClientCameraRenderer | Renders camera data received from the client onto a canvas |
| CFMAR.Networking.FmarClient | A client in the FMAR network. Core network object for a user. Required for network functionality |
| ►CFMAR.Networking.FmarClientComponent | Abstract class for a component that is attached to a client in the FMAR network |
| CFMAR.Comms.Air.ClientAirBroadcaster | A component that broadcasts the client's air tank values over the network |
| CFMAR.Comms.Vitals.ClientVitalsBroadcaster | The ClientVitalsBroadcaster class is responsible for broadcasting vital signs data from the client to the server and other clients. It manages the collection, caching, and transmission of vital signs such as heart rate and EKG data. It also handles airway obstruction actions and notifies when certain thresholds are exceeded |
| CFMAR.Comms.Voice.ClientVoiceBroadcaster | Manages client-side voice broadcasting functionality |
| CFMAR.Internal.Notifications.ClientNotifications | |
| CFMAR.Networking.Camera.ClientCameraBroadcaster | Manages the broadcasting of camera data from the client to the server |
| CNetVitalsProvider | Provides vitals over the network, server authoritative |
| CTrackableHeadsetOffset | |
| ►CNetworkTransform | |
| CFMAR.Networking.ClientNetworkTransform | A network transform that is only writable by the client |
| COpusEncodingDecodingTests | Unit tests for verifying that opus audio streams are correctly encoding and decoding |
| CFMAR.Internal.Procedures.Path | A path in a branching path step |
| CPingClient | Ping/Pong methods to test if a server is reachable |
| CPingServer | Listens for pings from clients and sends pongs |
| CPingServerInfo | Data sent to the client when a ping is sent |
| ►CPointerInputModule | |
| CFMAR.UI.CanvasInteractions.XrInputModule | Handles simulation of pointer input for the Buddy HUD and its various Canvas-based interfaces |
| CFMAR.UI.RadialMenu.RadialMenuOption | Represents an option/choice that can be selected via the radial menu |
| CFMAR.Internal.CommonDataTypes.Record | A record of an event that occurred at a certain date and time, with an urgency level |
| ►CScriptableObject | |
| CBuildConfig | A scriptable object representing a single configuration for a build, can be used to create multiple sub-projects within a project |
| CFMAR.Internal.CommonDataTypes.PersonInfo | Custom serializable person info struct |
| CFMAR.Internal.PatientInfo.PatientInfo | The patient info object. Contains the patient's personal information, medical records, and allergies |
| CFMAR.Internal.Procedures.Procedure | Procedures are comprised of a series of steps. Each step can be a text step, a link step, or a branching path step. Procedures can be linear, can have branching paths, and can link to other procedures |
| CFMAR.Internal.VehicleDriverInfo.DriverInfo | A driver info object for a driver's license. Contains the person info, license class, and expiration date |
| CFMAR.Internal.VehicleDriverInfo.VehicleInfo | A vehicle info object for storing details about a vehicle. Inherits from ScriptableObject |
| CFMAR.UI.RadialMenu.RadialMenuOptionsSet | Represents a set of options/choices for the radial menu |
| CPulseData | |
| CSerializableQuaternion | Unity's Quaternion doesn't allow serialization, this struct fixes that for anchors |
| CSerializableVector3 | Unity's Vector3 doesn't allow serialization, this struct fixes that for anchors |
| CFMAR.Networking.Server | Serializable representation of a named server in the network |
| CFMAR.Networking.ServerList | Serializable representation of a list of servers in the network |
| ►CFMAR.Internal.Procedures.StepBase | Base class for all steps. Each step is a single item in a procedure |
| CFMAR.Internal.Procedures.BranchingPathStep | A branching path step. Can have multiple paths |
| CFMAR.Internal.Procedures.LinkStep | A link step. Can link to another procedure |
| CFMAR.Internal.Procedures.Step | A basic step. Can contain images, videos, and text. Most just contain text |
| CStringList | |
| CStringMapping | Represents a mapping between valid and invalid strings |
| CSubstance | |
| ►CFMAR.Core.Tracker | |
| ►CFMAR.Core.Controller | FMAR Controller representation Handles position, rotation, pointers, and button presses |
| CFMAR.Core.CommonHandController | FMAR Common Hand Controller representation, inherits from Controller class, adding hand data |
| CFMAR.Core.Hand | FMAR basic hand representation, containing position and rotation data |
| CFMAR.Core.Headset | FMAR Headset representation, containing position, rotation, velocity, and angular velocity data |
| CFMAR.Comms.Vitals.VitalsThreshold | Represents a threshold for vital signs. Used for triggering alerts when vitals are outside of the threshold |
| CWhisper.Tests.WhisperInitTests | |
| CWhisper.Tests.WhisperLanguageTests | |
| CWhisper.Native.WhisperNativeParams | This is direct copy of C++ struct. Do not change or add any fields without changing it in whisper.cpp. Do not change it in runtime directly, use WhisperParams |
| CWhisper.Native.WhisperNativeTokenData | This is direct copy of C++ struct. Do not change or add any fields without changing it in whisper.cpp. Check WhisperTokenData for more information |
| CWhisper.WhisperParams | Wrapper of native C++ whisper parameters. Use it to safely change inference parameters |
| CWhisper.Tests.WhisperParamsTests | |
| CWhisper.Tests.WhisperPromptTests | |
| CWhisper.WhisperResult | |
| CWhisper.Tests.WhisperRunTests | |
| CWhisper.WhisperSegment | Single segment of whisper audio transcription. Can be a few words, a sentence, or even a paragraph |
| CWhisper.WhisperStream | Handling all streaming logic (sliding-window, VAD, etc) |
| CWhisper.WhisperStreamParams | Parameters of whisper streaming processing |
| CWhisper.WhisperTokenData | Usually represent a word, part of the word, punctuation marks or some special tokens like [EOT], [BEG], etc |
| CWhisper.WhisperTokenTimestamp | Optional token timestamp information |
| CWhisper.WhisperWrapper | Wrapper for loaded whisper model |
| CFMAR.UI.Widgets.WidgetManager.WidgetInContainer | Represents a spawned widget in a container |
| CFMAR.ImageProcessing.ObjectDetection.PythonYolo.YoloBox | |
| CFMAR.ImageProcessing.ObjectDetection.PythonYolo.YoloItem | |