LocomotionSystem
Used for checking if player is grounded. If it's not, screen will fade black and Footprints will appear on the place player has left the ground
Holds references to all objects essential for teleport and continuous locomotion to work
Should be placed on input root (OVRCameraRig for Oculus).
Public Properties
Transform Transform
Cached transform component
Transform TeleportRayStartLeft
Transform TeleportRayStartRight
TeleportRayStarts are created to help stabilize ray casting
Transform CenterEyeAnchor
ScreenFader ScreenFader
TeleportDestination OldTeleportDestination
Used to keep track of where player was and invoking events
Public Methods
bool TryGetGroundNormal(out Vector3 groundNormal)
Returns true if the camera is above object containing Ground
If player is not grounded, groundNormal is equal to Vector3.Zero
Vector3 GetGroundPoint()
returns point on the Ground where player is standing.
Last updated