Looking Glass Documentation
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  • Looking Glass User Guide
  • NEW! ✨Looking Glass Go✨
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      • 👜Accessories
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      • ⚙️Manual Firmware Update
      • ❓Common Troubleshooting Issues
    • 🔮Looking Glass 16" Light Field Displays
      • 🪄Looking Glass 16" Light Field Display (Landscape)
      • 🪄Looking Glass 16" Light Field Display (Portrait)
      • ❓Common Troubleshooting Issues
    • 🔮Looking Glass 32" Light Field Displays
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      • ⚡Get Started with Looking Glass Portrait
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  • Software
    • 📚Overview
    • 🌉Looking Glass Bridge
      • ✨Using Looking Glass Bridge
      • 🪟Display Settings on Windows
      • 🍎Display Settings on macOS
      • 🐧Display Settings on Linux
      • 👷Troubleshooting
    • ⚙️Looking Glass Bridge SDK
      • 🪛Web Application Integration
      • 🔌Integrating Native Applications
      • 📓Native Function Reference
      • 🐦Looking Glass Core Migration Guide
    • 🔌Unity
      • ⚡Using Unity with Looking Glass
      • Setting up your Development Environment
      • Example Scenes
      • Prefabs
        • Hologram Camera
        • 3D Cursor
        • Dual Monitor Application
      • Script Reference
        • HologramCamera.cs
        • LKGDisplaySystem.cs
        • QuiltCapture.cs
        • Cursor3D.cs
        • OrbitControls.cs
        • BlockUploader.cs
        • MobileDMAController.cs
        • iOS Sample Scene Scripts
          • ChangeInteractionModality.cs
          • XYSlider.cs
          • XYSpotlight.cs
          • AudioRotateControl.cs
          • ModelController.cs
          • DemoIOSUIController.cs
          • PageHandler.cs
          • PageConnectHandler.cs
          • PageCalibrateHandler.cs
          • PageTestHandler.cs
          • DynamicAlcove.cs
      • Package Integrations
        • Built-in Render Pipeline Post-Processing
      • Developing for iOS
      • Depth of Field and Other Post-Processing Effects
      • Quilt Video Audio and Playback
      • Developing for Ultraleap Hand Tracking on Looking Glass
      • Looking Glass Pro (Legacy)
      • Additional Support
      • Change Log
    • 📽️Looking Glass Studio
      • 📚Using Looking Glass Studio
      • 🎬Hologram Video iOS App
      • RGB-D Photo / Video
      • Quilt Images / Video
      • iPhone Portrait Photos
      • Android Depth Photos
        • Samsung Portrait Mode
      • Light Field Photosets
      • Exporting Holograms
      • Troubleshooting
    • 👀Looking Glass Model Viewer
    • 🧊Looking Glass Blocks
      • ✨Convert any image into a hologram
      • ⬆️Uploading, editing and sharing Quilts
      • 🥽Viewing your holograms on different platforms
    • 🎨Other Creator Tools
      • 🍹Blender
      • 🔌Unreal Engine
        • 🗒️Change Log and Old Versions
        • 💽Installing the Unreal Engine plugin
        • 🎥Using the Unreal Engine Plugin
          • Using the HoloPlay Capture
          • Exporting Quilt Images and Video with Sequencer
        • Accessing HoloPlay Data with Blueprint Scripting
        • Packaging the Project
        • Unreal Engine 4 (Legacy Support)
          • Unreal Engine 4 Quick Start
            • Using the HoloPlay Capture
            • Exporting Quilt Images and Video with Sequencer
      • 🌐WebXR
        • 🔶PlayCanvas
        • 3️⃣3️⃣ Three.JS
        • ⚛️React-Three-Fiber
        • 🌈Spline
    • 🧪Experiments
      • 🔆Liteforms™
        • 🪟Get Started on Windows
        • 🍎Get Started on MacOS
        • 🧙Making Custom Liteforms
        • 🏪Configure Liteforms for Kiosk Setup
      • 📽️Media Encoder
        • ⏩Looking Glass Media Encoder
    • 🧑‍🤝‍🧑Third Party Apps and Tools
      • 🗺️ParaView
      • 🔬VTK (Visualization Toolkit)
      • 🗡️3D Slicer
      • 🔩Community Made Tools & Projects
  • Key Concepts
    • 🔑Hologram 101
      • 🎉Making great holograms
      • 🌎Holograms in the real world
      • 👾Holograms, but virtual
    • 🔍How does Looking Glass Work?
    • 📸Virtual Camera
    • 🧊3D Design Guidelines
      • Lighting
      • Post-Processing
      • Scene Composition
      • Materials & Textures
      • Performance
    • 💡Quilts
      • 🎬Quilt Video Encoding
    • 💡Light Fields
      • ⚡Linear Light Field Capture
    • 📽️Filming a Looking Glass
  • Tutorials
    • 📱Running Looking Glass Displays with iOS Devices
    • Ⓜ️Capturing Light Fields in Maya
    • 🧑‍🔬Using ShaderToy with Looking Glass
    • 🎨Sculpting with Adobe Medium and Looking Glass
    • 🔍Turn Videogames Holographic with Refract
    • 🖐️Building with Leap Motion
  • Legacy
    • Legacy Hardware
      • 🔻Looking Glass 8.9"
      • 🔻Looking Glass 15.6"
      • 🔻Looking Glass 8K
      • 🔻Looking Glass 16"
      • 🔻Looking Glass 32"
      • 🔻Looking Glass Pro
    • Legacy Software
      • 📡3D Model Importer
        • 3D Model Importer App Guide
        • 3D Model Importer App Reference
      • 🎭Diorama
        • Change Log
      • 🎞️Depth Recorder
      • 📸Lightfield Photo App
      • 🍍Looking Glass Core Overview
      • 🍽️Looking Glass Core SDK
        • C API Overview
          • HoloPlayCore.h
            • State Functions
            • General-Query-Functions
            • Device-Query-Functions
          • libHoloPlayCore.h
          • HoloPlayShaders.h
      • 🔰Looking Glass Core JS
        • API
          • HoloPlayCore.Client
          • HoloPlayCore.Message
          • HoloPlay Service Related
          • examples
  • 💬Contact Us
  • 🛠️FAQ & Troubleshooting
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On this page
  • Fields & Properties
  • float borderThickness
  • float backWallDistance
  • Material boxBGMaterial
  • int meshSubdivisionsX
  • int meshSubdivisionsY
  • bool showInHierarchy
  • Methods
  • void RecreateBox()
  • void CreateBox(float cameraSize, float screenAspect)
  • void DestroyBox()
  • GameObject CreateWall(string name, Material material, Transform parent)
  • Mesh CreateSubdividedQuad(Vector3 bottomLeft, Vector3 bottomRight, Vector3 topLeft, Vector3 topRight, int subdivisionsX, int subdivisionsY )

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  1. Software
  2. Unity
  3. Script Reference
  4. iOS Sample Scene Scripts

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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Last updated 4 months ago

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