Add ultimate xr
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="UxrAvatarRenderModes.cs" company="VRMADA">
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// Copyright (c) VRMADA, All rights reserved.
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// </copyright>
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// --------------------------------------------------------------------------------------------------------------------
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using System;
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namespace UltimateXR.Avatar
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{
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/// <summary>
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/// Flags describing the different avatar render elements that can be enabled/disabled separately.
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/// </summary>
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[Flags]
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public enum UxrAvatarRenderModes
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{
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/// <summary>
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/// Avatar isn't rendered. All components will still work, which means the avatar can still interact with the
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/// environment. It can be used in mixed reality for example to let the hand colliders interact with
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/// the scenario even though the hands aren't rendered.
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/// </summary>
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None,
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/// <summary>
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/// Left input controller 3D model is rendered. In single controller setups, both left and right will target the same
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/// controller.
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/// </summary>
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LeftController = 1,
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/// <summary>
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/// Right input controller 3D model is rendered. In single controller setups, both left and right will target the same
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/// controller.
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/// </summary>
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RightController = 1 << 1,
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/// <summary>
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/// Avatar is rendered.
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/// </summary>
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Avatar = 1 << 2,
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/// <summary>
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/// All input controllers are rendered.
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/// </summary>
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AllControllers = LeftController | RightController,
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/// <summary>
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/// All input controllers and the avatar are rendered.
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/// </summary>
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AllControllersAndAvatar = Avatar | AllControllers
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}
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}
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