public readonly record struct XrPoseWhere something is and which way it is facing.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Metres, and not the game's units. A runtime reports the real world and the real world has one scale. A game that works in centimetres scales at the boundary — once, deliberately, in the rig — rather than everywhere, and every VR project that has quietly rescaled poses in six places has ended up with hands that do not line up with the controllers.
Fields and properties (3)
public Vector3 PositionWhere, in the session's reference space, in metres.
public Quaternion OrientationWhich way. Unit length.
public static XrPose IdentityAt the origin, facing the way the space's forward faces.
Methods (4)
public XrPose(Vector3 Position, Quaternion Orientation)Where something is and which way it is facing.
public Matrix4x4 ToMatrix()The transform that takes this pose's local space into the reference space.
public Matrix4x4 ToViewMatrix()The view matrix for a camera at this pose: reference space into eye space.
public XrPose RelativeTo(in XrPose origin)This pose, expressed in the space another pose is the origin of.
Used by (10)
- IXrSessionVixen.Xr
- NullXrBackendTestsVixen.Xr.Tests
- NullXrSessionVixen.Xr
- OpenXrSessionVixen.Xr.OpenXR
- XrActionStateVixen.Xr
- XrCompositionViewVixen.Xr
- XrTrackedPoseVixen.Xr
- XrTrackingSystemVixen.Xr
- XrTrackingSystemTestsVixen.Xr.Tests
- XrViewVixen.Xr