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Holoplay.cs
Type: Holoplay
The most recently enabled Holoplay in the scene. Given that in most cases there will be only one Holoplay component, this field is a quick way to get a reference to that.
Type: float
Distance in Unity units from center of the Holoplay component to the top of the Holoplay component. As in, a size of 7 will make a Holoplay component whose total height at the zero-parallax plane is 14.
Type: int
(v1.2 or later)
Makes the Holoplay component render to a specified display. This is automatically managed in most cases, including when working with ExtendedUI, Multiplex, a Pro Workstation Manager, or a conventional setup.
Type: bool
Allows you to preview your content in 2D instead of 3D. This can be useful for debugging.
Type: float
Sets fov of camera like normal, but this ends up changing how far the camera is from center (GetCamDistance() will return larger values for smaller FOVs)
Type: float
Sets the near clipping plane for the camera as measured from the center of the Holoplay GameObject, multiplied by scale.
For example, a Holoplay with a
nearClipFactor
of 1.5 and a size of 10 means that the camera will set the near clipping plane to be 15 units in front of the Holoplay's location.Type: float
Sets the far clipping plane for the camera as measured from the center of the Holoplay GameObject, multiplied by scale.
For example, a Holoplay with a
farClipFactor
of 1.5 and a size of 10 means that the camera will set the far clipping plane to be 15 units in behind of the Holoplay's location.Type: bool
If set to true, the scale of the Game Object's transform is set to the
size
of this Holoplay.Type: Quilt.Preset
The quilt configuration you'd like to choose. Quilts are the underlying textures that drive Looking Glass. Higher quality quilts lead to better visual fidelity, but are more graphics intensive.
Note: This is a private variable starting v1.2. To modify via script, use
SetQuiltPreset()
and GetQuiltPreset()
instead.Type: KeyCode
Which key will take a 2d screenshot. This screenshot will save to the root directory of your project.
Type: KeyCode
Which key will take a 3D screenshot in the form of a quilt. This quilt will save to the root directory of your project.
Type: Texture2D
If you have a pre-made quilt texture, set the Override Quilt to that texture to render it as a light field image. If this is set, the Quilt component will not do any rendering from the captures and will instead only process the Override Quilt.
Type: bool
If this is set to true, the Override Quilt will be used as a backdrop, and the Captures will render on top of it.
Type: RenderTexture
The live quilt that this Holoplay is producing.
Type: Color
Color of frustum (Holoplay's capture boundaries) gizmo in the Scene editor
Type: Color
Color of Zero-Parallax-Plane identifier gizmo in the Scene editor
Type: Color
Color of gizmo handles in the Scene editor
Type: bool
Whether or not to display handles, which allow the user to manipulate the Holoplay's shape with their mouse in the Scene editor
Type: LoadEvent
Functions associated with this event will fire just after the Holoplay is ready, which involves reading calibration and accounting for screen size adjustments.
Type: ViewRenderEvent
Functions associated with this event will fire before each individual view is rendered as well as one last time before the entire quilt is rendered.
Type: ViewInterpolationType
(v1.2 or later)
Instead of rendering all views (controllable by
quiltPreset
setting), view interpolation options allow you to render only a subset of views, relying on a depthmap-based view interpolation to fill in other views. This significantly enhances performance, though depending on what is in the scene, it may result in visual noise.Type: bool
(v1.2 or later)
View interpolation sometimes result in a visual artifact where pixels flicker between different color values. This setting
reduceFlicker
to true helps mitigate that. Apply only when needed as it significantly reduces performance.Type: bool
(v1.2 or later)
View interpolation sometimes result in a visual artifact surfaces have missing pixels, or gaps. Setting
fillGaps
to true helps mitigate that. Apply only when needed as it reduces performance.Type: bool
(v1.2 or later)
View interpolation sometimes results in stark and unblended color differences on surfaces of objects. Setting
blendViews
to true helps mitigate that. blendViews
increases the amount of flicker, so it may be wise to use this with reduceFlicker
.Type: bool
When set to true, this reveals all hidden objects used by this Holoplay component, such as the cameras used for rendering.
Type: Quilt.Settings
Used to get the settings of the connected device.
Type: float
Returns the camera's distance from the center. Will be a positive number.
Type: Material
The material with the lightfield shader, used in the final graphics blit to the screen. It accepts the quilt texture as its main texture.
Type: RenderingPath
The rendering path to use for rendering each of the single-views. You may choose to use the player settings, or explicitly use deferred or forward rendering.
Type: bool
When true, enables occlusion culling.
Type: bool
When true, enables high dynamic range.
Type: bool
When true, enables Multisample anti-aliasing.
Type: bool
When true, enables dynamic resolution.
Type: float
Represents how 3-dimensional the final screen image on the LKG device will appear, as a percentage in the range of [0, 1]. The default value is 1.
Type: float
Offsets the cycle of horizontal views based on the observer's viewing angle, represented as a percentage on a scale of [-0.5, 0.5].
Returns: float
Applies the Holoplay attributes to the internal Holoplay camera. Holoplay calls this every frame, so you won't need to unless you're doing advanced things with timing.
Returns: void
Occasionally Holoplay.cs will lose track of the Looking Glass' calibration. If this happens, press the "Reload Calibration" button to refresh.
Returns: float
Returns the camera's distance from the center. This will be a positive number.
Returns: void
(v1.2 or later)
Returns: Quilt.Preset
(v1.2 or later)
Last modified 1yr ago