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