DynamicAlcove.cs
Dynamically creates a 3D alcove environment around the HologramCamera in Unity. Supports runtime updates, adjustable dimensions, and subdivided meshes for improved visual quality.
Fields & Properties
float borderThickness
Thickness of the borders.
Default: 0.01f
float backWallDistance
Distance of the back wall from the camera.
Default: 1.0f
Material boxBGMaterial
Material applied to the alcove walls.
int meshSubdivisionsX
Number of subdivisions along the X-axis for wall meshes.
Default: 2
int meshSubdivisionsY
Number of subdivisions along the Y-axis for wall meshes.
Default: 2
bool showInHierarchy
Whether to display walls in the Unity hierarchy.
Default: false
Methods
void RecreateBox()
Destroys and recreates the alcove walls based on the HologramCamera
calibration.
void CreateBox(float cameraSize, float screenAspect)
Constructs the alcove walls and borders around the camera.
float cameraSize
: Size of the camera.float screenAspect
: Aspect ratio of the screen.
void DestroyBox()
Destroys all walls in the alcove.
GameObject CreateWall(string name, Material material, Transform parent)
Creates a single wall with the specified material and parent transform.
string name
: Name of the wall.Material material
: Material to apply.Transform parent
: Parent transform.Returns: A
GameObject
representing the created wall.
Mesh CreateSubdividedQuad(Vector3 bottomLeft, Vector3 bottomRight, Vector3 topLeft, Vector3 topRight, int subdivisionsX, int subdivisionsY )
Creates a subdivided quad mesh for better shadow rendering.
Vector3 bottomLeft
: Bottom-left corner of the quad.Vector3 bottomRight
: Bottom-right corner of the quad.Vector3 topLeft
: Top-left corner of the quad.Vector3 topRight
: Top-right corner of the quad.int subdivisionsX
: Number of subdivisions along the X-axis.int subdivisionsY
: Number of subdivisions along the Y-axis.Returns: A
Mesh
of the generated quad.
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