Files
dungeons/Assets/UltimateXR/Runtime/Scripts/Avatar/UxrAvatarRenderModes.cs
2024-08-06 21:58:35 +02:00

50 lines
1.8 KiB
C#

// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrAvatarRenderModes.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
namespace UltimateXR.Avatar
{
/// <summary>
/// Flags describing the different avatar render elements that can be enabled/disabled separately.
/// </summary>
[Flags]
public enum UxrAvatarRenderModes
{
/// <summary>
/// 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.
/// </summary>
None,
/// <summary>
/// Left input controller 3D model is rendered. In single controller setups, both left and right will target the same
/// controller.
/// </summary>
LeftController = 1,
/// <summary>
/// Right input controller 3D model is rendered. In single controller setups, both left and right will target the same
/// controller.
/// </summary>
RightController = 1 << 1,
/// <summary>
/// Avatar is rendered.
/// </summary>
Avatar = 1 << 2,
/// <summary>
/// All input controllers are rendered.
/// </summary>
AllControllers = LeftController | RightController,
/// <summary>
/// All input controllers and the avatar are rendered.
/// </summary>
AllControllersAndAvatar = Avatar | AllControllers
}
}