public struct XrOriginThe entity the play space is anchored to.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The rig, and the reason it is an entity rather than a global. Tracked poses arrive in the runtime's reference space, whose origin is the middle of the room; the game's world has the player somewhere else entirely and moving. This component marks the entity whose transform that reference space is nailed to, so teleporting the player is moving one entity and everything tracked follows.
Exactly one per world. Two would mean two answers to "where is the player", and the system takes the first it finds and says so in a diagnostic rather than picking silently.
Fields and properties (1)
public float UnitsPerMetreHow many world units a metre is. One unless the game works in something other than metres.
Methods (1)
public static XrOrigin Default()A rig in metres, which is what a game should be in.
Used by (2)
- XrTrackingSystemVixen.Xr
- XrTrackingSystemTestsVixen.Xr.Tests