// --------------------------------------------------------------------------------------------------------------------
//
// 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
}
}