Class XRRig
The XR Rig component is typically attached to the base object of the XR Rig, and stores the GameObject that will be manipulated via locomotion. It is also used for offsetting the camera.
Inherited Members
Namespace: UnityEngine.XR.Interaction.Toolkit
Syntax
[AddComponentMenu("XR/XR Rig")]
[DisallowMultipleComponent]
public class XRRig : MonoBehaviour
Properties
cameraFloorOffsetObject
The GameObject to move to desired height off the floor (defaults to this object if none provided).
Declaration
public GameObject cameraFloorOffsetObject { get; set; }
Property Value
| Type | Description |
|---|---|
| GameObject |
cameraGameObject
The GameObject that contains the camera, this is usually the "Head" of XR rigs.
Declaration
public GameObject cameraGameObject { get; set; }
Property Value
| Type | Description |
|---|---|
| GameObject |
cameraInRigSpaceHeight
(Read Only) The camera's height relative to the rig.
Declaration
public float cameraInRigSpaceHeight { get; }
Property Value
| Type | Description |
|---|---|
| Single |
cameraInRigSpacePos
(Read Only) The camera's local position in rig space.
Declaration
public Vector3 cameraInRigSpacePos { get; }
Property Value
| Type | Description |
|---|---|
| Vector3 |
cameraYOffset
The amount the camera is offset from the floor (by moving the camera offset object).
Declaration
public float cameraYOffset { get; set; }
Property Value
| Type | Description |
|---|---|
| Single |
rig
The "Rig" GameObject is used to refer to the base of the XR Rig, by default it is this GameObject. This is the GameObject that will be manipulated via locomotion.
Declaration
public GameObject rig { get; set; }
Property Value
| Type | Description |
|---|---|
| GameObject |
rigInCameraSpacePos
(Read Only) The rig's local position in camera space.
Declaration
public Vector3 rigInCameraSpacePos { get; }
Property Value
| Type | Description |
|---|---|
| Vector3 |
trackingSpace
Whether the experience is rooms scale or stationary. Not all devices support all tracking spaces; if the selected tracking space is not set it will fall back to Stationary.
Declaration
public TrackingSpaceType trackingSpace { get; set; }
Property Value
| Type | Description |
|---|---|
| TrackingSpaceType |
Methods
Awake()
Declaration
protected void Awake()
MatchRigUp(Vector3)
This function will rotate the rig object such that the rig's up vector will match the provided vector.
Declaration
public bool MatchRigUp(Vector3 destinationUp)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | destinationUp | the vector to which the rig object's up vector will be matched. |
Returns
| Type | Description |
|---|---|
| Boolean | Returns true if the rotation is performed or the vectors have already been matched. Returns false otherwise. |
MatchRigUpCameraForward(Vector3, Vector3)
This function will rotate the rig object around the camera object using the destinationUp vector such that:
Declaration
public bool MatchRigUpCameraForward(Vector3 destinationUp, Vector3 destinationForward)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | destinationUp | The up vector that the rig's up vector will be matched to. |
| Vector3 | destinationForward | The forward vector that will be matched to the projection of the camera's forward vector on the plane with the normal |
Returns
| Type | Description |
|---|---|
| Boolean | Returns true if the rotation is performed. Returns false otherwise. |
MatchRigUpRigForward(Vector3, Vector3)
This function will rotate the rig object around the camera object using the destinationUp vector such that:
Declaration
public bool MatchRigUpRigForward(Vector3 destinationUp, Vector3 destinationForward)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | destinationUp | The up vector that the rig's up vector will be matched to. |
| Vector3 | destinationForward | The forward vector that will be matched to the forward vector of the rig object, which is the direction the player moves in Unity when walking forward in the physical world. |
Returns
| Type | Description |
|---|---|
| Boolean | Returns true if the rotation is performed. Returns false otherwise. |
MoveCameraToWorldLocation(Vector3)
This function moves the camera to the world location provided by desiredWorldLocation. It does this by moving the rig object so that the camera's world location matches the desiredWorldLocation
Declaration
public bool MoveCameraToWorldLocation(Vector3 desiredWorldLocation)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | desiredWorldLocation | the position in world space that the camera should be moved to |
Returns
| Type | Description |
|---|---|
| Boolean | Returns true if the move is performed. Returns false otherwise. |
OnDrawGizmos()
Declaration
protected virtual void OnDrawGizmos()
OnValidate()
Declaration
protected void OnValidate()
RotateAroundCameraPosition(Vector3, Single)
Rotates the rig object around the camera object's position in world space using the provided vector
as the rotation axis. The rig object is rotated by the amount of degrees provided in angleDegrees.
Declaration
public bool RotateAroundCameraPosition(Vector3 vector, float angleDegrees)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | vector | The axis of the rotation. |
| Single | angleDegrees | The amount of rotation in degrees. |
Returns
| Type | Description |
|---|---|
| Boolean | Returns true if the rotation is performed. Returns false otherwise. |
RotateAroundCameraUsingRigUp(Single)
Rotates the rig object around the camera object by the provided angleDegrees.
This rotation only occurs around the rig's Up vector
Declaration
public bool RotateAroundCameraUsingRigUp(float angleDegrees)
Parameters
| Type | Name | Description |
|---|---|---|
| Single | angleDegrees | The amount of rotation in degrees. |
Returns
| Type | Description |
|---|---|
| Boolean | Returns true if the rotation is performed. Returns false otherwise. |
Start()
Declaration
protected void Start()