LinkageSettings Struct
Definition
Important
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Explicitly set required Transform objects.
[System.Serializable]
public struct LinkageSettings
[<System.Serializable>]
type LinkageSettings = struct
Public Structure LinkageSettings
- Inheritance
-
LinkageSettings
- Attributes
Remarks
If Use Existing is not set, then null Transform objects will override the currently set Transforms. When one of the Transform objects is set to null, the system attempts to infer a reasonable choice. For complicated scenes, this inference may be incorrect. For non-trivial scenes: ** If the camera rig is loaded per scene, then a Linkage Setting (via WorldLockingContext) should be set per scene explicitly pointing into that scene's camera hierarchy. ** If the camera rig is loaded once in a shared scene, the Linkage Setting should be in that scene only, and all other Linkage Settings should set "Use Existing" to true. ** If the camera rig is created/managed dynamically from script, then that script should also be responsible for setting the appropriate linkages, and all LinkageSettings should specify "Use Existing".
Fields
AdjustmentFrame |
The transform at which to apply the camera adjustment. This can't be the camera node, as its transform is overwritten every frame with head pose data. But the camera should be an attached descendant of this node. |
CameraParent |
The camera parent node defines the "spongy frame of reference". All raw head based data, such as the spatial mapping, gesture events, and XR head pose data, are relative to this transform. |
Properties
ApplyAdjustment |
Apply world locking adjustment to the AdjustmentFrame. |
UseExisting |
Ignore set values keep existing linkage, and use whatever was set last. |
Methods
InitToDefaults() |
Init all fields to default values. |