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| class | 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. More...
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| class | CommonHandController |
| | FMAR Common Hand Controller representation, inherits from Controller class, adding hand data. More...
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| class | Controller |
| | FMAR Controller representation Handles position, rotation, pointers, and button presses. More...
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| class | CoreRig |
| | An XR rig which consults the Core device manager to set the position of its own "headset" and "controller" objects. More...
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| class | DebugObject |
| | Object that will only exist in debug builds. For any other build, the object will destroy itself upon awake. More...
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| class | EnableDisableEvents |
| | Invokes UnityEvents when the GameObject is enabled or disabled. More...
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| struct | FingerPinchData |
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| class | FmarConsole |
| | Provides a simple console for logging messages within the FMAR system.
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| class | FmarDeviceManager |
| | Core device manager which manages all headsets, trackers, and controllers from all XR Providers. More...
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| class | Hand |
| | FMAR basic hand representation, containing position and rotation data. More...
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| class | Headset |
| | FMAR Headset representation, containing position, rotation, velocity, and angular velocity data. More...
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| class | TargetFramerateSetter |
| | Forces the target framerate to a specific value. More...
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| interface | Tracker |
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| class | 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. More...
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