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The various implementations of OvrNode, which represent the back-bone of the SDK Logic and functions.
Subclass of Ovr.OvrNode
This is the representation of an Object present in a Scene. It's closely related to UnityEngine.Monobehaviour, a kind of GameObject, and used to manage how a selected object should behave during its lifetime.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
OnDisableNodes
: is still executed just before executing OnDestroyNodes.
OnEnableNodes
: is still executed just after executing OnStartNodes.
Subclass of Ovr.OvrNode
This Node is used to correctly create and place a specific Object (GameObject or Unity Prefab) into a Scene. Also has the ability to keep the references of all instances of the Object created during Play time.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Subclass of Ovr.OvrNode
This Node is used to correctly dispose of an Object present in the Scene. Has the option to destroy either the target object or just its children.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Subclass of Ovr.OvrNode
This Node is responsible for handling if-else statements, executing different sets of OvrNodes depending on certain OvrConditions.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Subclass of Ovr.OvrNode
This Node is responsible for describing and handling boolean conditions, resulting in a boolean statement of truth.
Typically used as a foundation in more elaborate boolean checks.
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
DestroyTarget
Destroy target with all of its children
DestroyAllTargetChildren
Destroy only target's children
OnAwakeNodes
Collection of OvrNodes which have to be executed once the OvrObject Component is loaded during Play (similar to the Awake function in Unity).
OnDestroyNodes
Collection of OvrNodes which have to be executed once the OvrObject Component is destroyed during Play (similar to OnDestroy function in Unity).
OnDisableNodes
Collection of OvrNodes which have to be executed once the OvrObject Component is disabled/deactivated during Play (similar to OnDisable function in Unity).
OnEnableNodes
Collection of OvrNodes which have to be executed once the OvrObject Component is enabled/activated during Play (similar to OnEnable function in Unity).
OnStartNodes
Collection of OvrNodes which have to be executed once the OvrObject Component is set to the first frame during Play (similar to Start function in Unity).
Prefab
OvrObject to instantiate. Can be present in Scene or stored in the Project Assets Folder as a Prefab.
Parent
Transform
Parent Object (Unity Transform), under which you instantiate the OvrObject
OnDisableNodes
Collection of OvrNodes which have to be executed once the OvrObject Component is disabled/deactivated during Play (similar to OnDisable function in Unity).
NewOvrObjects
Collection of OvrObjects, instantiated from this Component.
DestroyType
Type of behaviour expected from this Component.
Target
GameObject
Target Object to destroy.
TimeBeforeDestroy
OvrFloat
Time, in seconds, before destruction.
BooleanLogicalOperator
Boolean operator selected
OvrConditions
Set of conditions to satisfy, which resulting truth value depends on the boolean logical operator selected
SatisfiedConditionNodes
Set of nodes to execute if the conditions are met
UnsatisfiedConditionNodes
Set of nodes to execute if the conditions aren't met
ConditionOperator | Comparing condition |
Variable1 | Variable to compare |
Variable2 | Variable to compare |
Result | Boolean condition result |
Subclass of Ovr.OvrAsyncNode
This Node is responsible for implementing looping constructs, such as Simple loops and While loops.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Subclass of Ovr.OvrNode
Description
This Node is responsible for implementing simple Mathematic operations between .
Based on the type of variables involved, some operations are not allowed:
OvrInt and OvrFloat cannot be Added or Subracted to OvrVector2, OvrVector3 and OvrQuaternion, nor can be Multiplied or Divided to OvrQuaternion
OvrQuaternion can only be Multiplied to OvrVector3 and OvrQuaternion
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Equals
==
NotEqual
!=
GreaterThan
>
LessThan
<
GreaterThanOrEqual
>=
LessThanOrEqual
<=
And
Returns True if all conditions are True, False otherwise.
Or
Returns True if almost one condition is True, False otherwise.
IterationsCount | Simple loop with finite number of iterations. |
While | While loop – a condition must be true in order to continue looping. |
Addition | Add two variables |
Subtraction | Subtract two variables |
Multiplication | Multiply two variables |
Division | Divide two variables |
Update | Called every frame. |
Late | Called every frame, after all Update functions have been called. |
Fixed | A frame-rate independent version of Update, used mostly for physics calculations. |
ExecuteOnStart
boolean
If True, this node will be executed during the first frame of Play time
ExecutionDelay
Delay before execution of the OvrNode
EndExecutionDelay
Delay before execution of the PostExecutionNodes
TimeBetweenEachNode
Time to pass between each node execution
TimeBetweenEachIteration
Time to pass between each loop iteration
LoopType
Type of iteration selected
IterationsCount
[Only OvrLoopType.IterationsCount] Number of loop iterations
OvrCondition
[Only OvrLoopType.While] Condition to continue looping
Nodes
Nodes to execute each loop iteration
MathFunctionType | Type of operation |
Variable1 | First Operation Variable |
Variable2 | Second Operation Variable |
Result | Operation result |
Subclass of Ovr.OvrNode
This node is used to generate random values, based on the type of variable the user needs.
By changing the , the requirements to get the random value change as well.
Attributes
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
In order to generate a random number ( or ), the user needs to provide the node with a maximum and minimum value. The result will be stored in a numeric variable.
Like for random numbers, between Min and Max Vectors;
On the surface of a Unit Sphere [OvrVector3 only], by calculating a random Vector on the surface of a sphere with radius 1, then scaled up using Min and Max values.
Attributes are very similar to those above.
Generate a simple random Rotation;
Generate a random Rotation with uniform distribution
There are several ways to generate a new or :
Inside a Unity Circle [] or Sphere [], by calculating a random Vector inside a sphere with radius 1, then scaled up using Min and Max values.
To generate a new Rotation (), the user can either:
Type | Type of the Update function. |
Nodes |
VariableType | Type of the variable |
OvrRandomType | Type of function used to generate Random value (in case of Numbers, only Between is allowed) |
Min | Min. value of the range |
Max | Max. value of the range |
Result | Resulting value |
QuaternionResult | Resulting rotation value |
Subclass of Ovr.OvrNode
This Node is responsible for implementing simple functions to create and handle OvrVector3.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Subclass of Ovr.OvrNode
This node is responsible for implementing simple functions to create and handle strings.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Subclass of Ovr.OvrNode
This Node is used to manage the most common interactions with the Unity Audio Component.
It requires an AudioSource to be set up, see Unity Manual for more info.
Based on the action the AudioSource is required to perform, this component changes its behavior and requirements.
The OVER SDK provides several ways to interact with Unity AudioSource Component. A list can be found in OvrAudioActionType.
Sets an AudioClip to the AudioSource and plays it at a given position in world space, defined by an OvrVector3.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Plays the clip at a specific time, on the absolute time-line of the Audio system.
The AudioClip must be present in the AudioSource parameters.
Note: the following attributes are added to the existing ones from the super class OvrNode
Execute the assigned UnityAction. Use this Type to directly access the functions made available by Unity in the specific component.
Note: the following attributes are added to the existing ones from the super class OvrNode
Subclass of Ovr.OvrNode
This Node is used to manage the most common interactions with the Unity Component.
This OVER Component requires a CharacterController to be set up, see for more info.
Based on the action the CharacterController is required to perform, this component changes its behavior and requirements.
The OVER SDK provides several ways to interact with the Unity CharacterController Component. A list can be found in .
Allows the user to handle the movement of the target CharacterController. SimpleMove allows the user to implement a simple movement of the character, by simply applying speed, Move allows for a more elaborate movement type, applying motion to the GameObject attached to the CharacterController.
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Execute the assigned UnityAction. Use this Type to directly access the functions made available by Unity in the specific component.
Subclass of Ovr.OvrNode
This Node is used to manage the most common interactions with the Unity Component.
This Over Component requires an Animator to be set up, see for more info.
Based on the action the Animator is required to perform, this component changes its behavior and requirements.
The OVER SDK provides several ways to interact with the Unity Animator Component. A list is present in .
Creates a crossfade from the current Animator state to any other state using normalized times.
Fades the animation, with name "StateName", in over a period of "TransitionDuration" seconds and fades other animations out.
The OVER SDK provides two ways to achieve this: either via the State Name [CrossFadeString, accepting OvrString], or the Hash representation of said name [CrossFadeInt, accepting OvrInt].
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Sets the weight of the layer at the given index.
Sets an AvatarTarget and a TNormalizedTime for the current state.
Sets the value of the given parameter. The value type will vary, based on the action selected.
Execute the assigned UnityAction. Use this Type to directly access the functions made available by Unity in the specific component.
to be executed in sequence.
Name | Type | Description |
---|---|---|
Name | Type | Description |
---|---|---|
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Sets the look at position in .
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Between
Random value is generated inside a range (min, max).
InsideUnitCircle
Random value is generated inside or on a circle.
InsideUnitSphere
Random value is generated inside or on a sphere.
OnUnitSphere
Random value is generated on the surface of a sphere.
Rotation
Returns a random rotation.
RotationUniform
Returns a random rotation with uniform distribution.
ToString
Converts variable to string
Addition
Concatenates (links) two strings
GetDistance
Calculates the distance between two vectors.
CrossFadeInt
Crossfade with hash representation of the state name.
CrossFadeString
Crossfade with state name.
SetLayerWeight
Changes the weight of a layer
SetLookAtPosition
Sets a position as a look at target
SetTarget
Sets a new Avatar target
SetInteger
Sets an Integer parameter
SetBool
Sets a Boolean parameter
SetFloat
Sets a Float parameter
UnityAction
Fires a UnityAction
AudioSource
Unity AudioSource Component
ActionType
Action type [PlayClipAtPoint]
Time
Time at which play to clip
AudioSource
Unity AudioSource Component
ActionType
Action type [UnityAction]
UnityAction
UnityAction
UnityAction to be invoked
CharacterController | Unity CharacterController Component |
ActionType |
UnityAction | UnityAction | UnityAction to be invoked |
Animator | Unity Animator Component |
ActionType |
State[Hash]Name | Name of the Animation State |
TransitionDuration | Length of the transition |
Layer | Layer |
TimeOffset | Normalized time offset |
TransitionTime | Normalized transition time |
Animator | Unity Animator Component |
ActionType |
LayerIndex | Layer |
Weight | Normalized time offset |
Animator | Unity Animator Component |
ActionType |
LookAtPosition | Look at position |
Animator | Unity Animator Component |
ActionType |
TargetIndex | The avatar body part queried. |
TNormalizedTime | The current state Time. |
Animator | Unity Animator Component |
ActionType |
ParameterName | Parameter name. |
Value | Value to set. |
Animator | Unity Animator Component |
ActionType |
UnityAction | UnityAction | UnityAction to be invoked |
Vector3FunctionType
Type of OvrVector3 operation
Variable1
First Operation Variable
Variable2
Second Operation Variable
Result
Operation result
StringFunctionType
Type of string operation
Variable1
First Operation Variable
Variable2
Second Operation Variable [Addition only]
Result
Operation result
AudioSource
Unity AudioSource Component
ActionType
Action type [PlayClipAtPoint]
Clip
Unity 3D AudioClip
Position
Position in space
Volume
Audio volume
CharacterController | Unity CharacterController Component |
ActionType |
Space | World space or Local space |
Direction | Movement direction |
CustomDirection | [Custom only] Custom direction vector |
Subclass of Ovr.OvrNode
This Node is used to manage the most common interactions with the Unity LineRenderer Component.
It requires a LineRenderer to be set up. See the Unity Manual for more info.
Based on the action the LineRenderer is required to perform, this component changes its behavior and requirements.
The OVER SDK provides several ways to interact with Unity LineRenderer Component. A list can be found in OvrLineRendererActionType.
Allows the user to set the position of a vertex in the line. The vertex is specified by an index and an OvrVector3 position.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Execute the assigned UnityAction. Use this Type to directly access the functions made available by Unity in the specific component.
Note: the following attributes are added to the existing ones from the super class OvrNode
Subclass of Ovr.OvrNode
This Node is used to manage the most common interactions with the Unity Component.
This OVER Component requires a Light to be set up. See the for more info.
Based on the action the Light is required to perform, this component changes its behavior and requirements.
The OVER SDK provides several ways to interact with Unity Light Component. A list can be found in .
Allows the user to change Light color when executed.
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Execute the assigned UnityAction. Use this Type to directly access the functions made available by Unity in the specific component.
Subclass of Ovr.OvrNode
This Node is used to manage the most common interactions with the Unity Component.
It requires a RigidBody to be set up. See the for more info.
Based on the action the RigidBody is required to perform, this component changes its behavior and requirements.
The OVER SDK provides several ways to interact with a Unity RigidBody Component. A list can be found in .
Allows user to apply force to the target Rigidbody. Force is applied using the Unity built-in physics engine, and with different effects, based on the type of force applied.
simply applies force to a Rigidbody. applies force simulating explosion effects. applies force in relation to Rigidbody's coordinate system.
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Allows the user to add a torque to the target Rigidbody. Torque is applied using the Unity built-in physics engine, and with different effects, based on the type applied.
Allows the user to apply simple movement to the target Rigidbody, by using Unity built-in physics engine.
Allows some utility functions to better handle Rigidbodies.
Executes the assigned UnityAction. Use this Type to directly access the functions made available by Unity in the specific component.
Subclass of Ovr.OvrNode
This Node is used to manage the most common interactions with the Unity Component.
It requires a Transform to be set up, see for more info.
Based on the action the Transform is required to perform, this component changes its behavior and requirements.
The OVER SDK provides several ways to interact with a Unity Transform Component. A list can be found in .
A collection of actions available for OvrTransform allows the user to set common Transform attributes, such as Position, Rotation (both in Local and World space), and local Scale.
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Another collection of actions available for OvrTransform allows the user to Get the value of common Transform attributes, such as Position, Rotation (both in Local and World space), and local Scale.
A collection of actions available for OvrTransform allows the user to Get Transform's Direction vectors, such as Forward, Up, and Right (in Local and World space) vectors.
Execute the assigned UnityAction. Use this Type to directly access the functions made available by Unity in the specific component.
Action type []
Action type [, ]
/ []
Action type []
Action type []
Action type []
Action type [, , ]
[, , ]
Action type []
Action type [, ]
Name | Type | Description |
---|---|---|
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
simply applies a torque to a Rigidbody. applies torque in relation to Rigidbody's coordinate system.
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
simply applies motion to a Rigidbody. rotates Rigidbody to a given rotation.
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
allows the reset of the Velocity parameter of a Rigidbody. This is useful in order to stop the motion of a physical object in a Scene.
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Local
Local space, relative to parent object
World
World space
PlayClipAtPoint
Plays an Audio Clip in a specific 3D point.
PlayScheduled
Plays a scheduled Audio Clip
UnityAction
Fires a UnityAction
ChangeLightColor
Changes Light color
UnityAction
Fires a UnityAction
LineRenderer
Unity LineRenderer Component
ActionType
Action type [UnityAction]
UnityAction
UnityAction
UnityAction to be invoked
Move
Supplies the movement of a GameObject with an attached CharacterController component.
SimpleMove
Moves Character with speed
UnityAction
Fires a UnityAction
SetPosition
Sets position of a vertex
UnityAction
Fires a UnityAction
Forward | Forward direction |
Back | Reverse direction |
Up | Upward direction |
Down | Downward direction |
Left | Left direction |
Right | Right direction |
Custom | Custom direction |
LightObject | Unity Light Component |
ActionType |
UnityAction | UnityAction | UnityAction to be invoked |
Rigidbody | Unity Rigidbody Component |
ActionType |
Space | World or Local space |
Direction | Direction of the force applied |
CustomDirection | [Custom only] Custom direction vector |
ForceValue | Force magnitude |
UpwardsModifier | [Explosive only] Adjustment to the apparent position of the explosion to make it seem to lift objects |
Rigidbody | Unity Rigidbody Component |
ActionType |
Space | World or Local space |
Direction | Direction of the force applied |
CustomDirection | [Custom only] Custom direction vector |
ForceValue | Force magnitude, for the torque |
Rigidbody | Unity Rigidbody Component |
ActionType |
Space | World or Local space |
Direction | [Move position only] Direction of the force applied |
CustomDirection | [Custom only] Custom direction vector |
Quaternion | [Move rotation only] Target rotation |
Rigidbody | Unity Rigidbody Component |
ActionType |
Rigidbody | Unity Rigidbody Component |
ActionType |
UnityAction | UnityAction | UnityAction to be invoked |
Target | Unity Transform Component |
ActionType | Action type |
TargetPosition | [Position only] Target Position to set |
TargetRotation | [Rotation only] Target Rotation to set |
TargetScale | [Scaleonly] Target Local Scale to set |
Target | Unity Transform Component |
ActionType | Action type |
TargetPosition | [Position only] Target Position to overwrite |
TargetRotation | [Rotation only] Target Rotation to overwrite |
TargetScale | [Scaleonly] Target Local Scale to overwrite |
Target | Unity Transform Component |
ActionType | Action type |
TargetDir | [Position only] Target Direction to save the value |
Target | Unity Transform Component |
ActionType |
UnityAction | UnityAction | UnityAction to be invoked |
LineRenderer
Unity LineRenderer Component
ActionType
Action type [SetPosition]
Index
Vertex index
Position
Position of the vertex to set
LightObject | Unity Light Component |
ActionType |
LightColor | Color | New light color to set |
Subclass of Ovr.OvrNode
This Node is used to assign values to a Unity UI Text Component.
It can be executed repeatedly during Update, in order to keep refreshing the UI with the correct values.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Subclass of Ovr.OvrNode
This Node is used to manage the most common interactions with the Unity VideoPlayer Component.
It requires a VideoPlayer to be set up, see Unity Manual for more info.
Based on the action the VideoPlayer is required to perform, this component changes its behavior and requirements.
The OVER SDK provides several ways to interact with Unity Video Component. A list can be found in OvrVideoPlayerActionType.
This Component allows the user to customize the behavior of the VideoPlayer Audio.
EnableAudioTrack allows enabling/disabling of a specific Audio track, defined by an index. SetDirectAudioMute allows the muting of the selected Audio track. SetDirectAudioVolume allows for a change in the selected Audio track volume. SetTargetAudioSource allows for a change in the VideoPlayer AudioSource Component.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Execute the assigned UnityAction. Use this Type to directly access the functions made available by Unity in the specific component.
Note: the following attributes are added to the existing ones from the super class OvrNode
Subclass of Ovr.OvrNode
This Node is used to link together.
Linking one to another
Linking an to/from a list of contained in a GameObject
Linking an to/from a list of contained in a GameObject created from
These are chosen via parameter.
Note: The behavior of the link depends on the interaction between each node. By default, the "To Link" will be added to the PreExecutionNodes list of the "Where Link". Sometimes it will instead be associated with the main execution of the target node.
The OvrNodeToLink will be linked to the OvrNodeWhereLink.
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
Action type []
Action type [, , ]
Action type [, ]
Action type [, ]
Action type []
Action type []
Action type []
Action type []
Name | Type | Description |
---|---|---|
In this mode, depending on the selected , an will be linked to a list of identified by their Node Id inside a GameObject. Or, alternatively, a list of identified by their Node Id inside a GameObject will be linked to an .
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
This mode is very similar to , the only exception is that the target GameObject is not an object already present in the scene, but a product of a Node, which produces the object required for linking.
Note: the following attributes are added to the existing ones from the super class
Name | Type | Description |
---|
VideoPlayer
VideoPlayer
Unity VideoPlayer Component
ActionType
Action type [EnableAudioTrack, SetDirectAudioMute, SetDirectAudioVolume, SetTargetAudioSource]
TrackIndex
Index of the Audio track
Enable
[EnableAudioTrack] Enable/disable
Mute
OvrBool
[SetDirectAudioMute] Mute or not
Volume
[SetDirectAudioVolume] Target volume
AudioSource
[SetTargetAudioSource] Target AudioSource
VideoPlayer
VideoPlayer
Unity VideoPlayer Component
ActionType
Action type [UnityAction]
UnityAction
UnityAction
UnityAction to be invoked
ExplosiveForce
Force that simulates explosion effects
Force
Force
RelativeForce
Force relative to Rigidbody's coordinate system
RelativeTorque
Torque relative to Rigidbody's coordinate system
Torque
Torque
MovePosition
Used to move a kinematic Rigidbody towards a position
MoveRotation
Used to rotate Rigidbody
ResetVelocity
Used to reset Rigidbody's velocity
UnityAction
Fires a UnityAction
SetLocalPosition
Set position in Local space
SetWorldPosition
Set position in World space
SetLocalRotation
Set rotation in Local space
SetWorldRotation
Set rotation in World space
SetLocalScale
Set local Scale of the object
GetPosition
Get World space position
GetLocalPosition
Get Local space position
GetRotation
Get World space rotation
GetLocalRotation
Get Local space rotation
GetLocalScale
Get local Scale of the object
GetForward
Get World space Forward direction
GetUp
Get World space Up direction
GetRight
Get World space Right direction
GetLocalForward
Get Local space Forward direction
GetLocalUp
Get Local space Up direction
GetLocalRight
Get Local space Right direction
EnableAudioTrack
Enable/disable audio track decoding. Only effective when the VideoPlayer is not currently playing.
SetDirectAudioMute
Set the direct-output audio mute status for the specified track.
SetDirectAudioVolume
Set the direct-output audio volume for the specified track.
SetTargetAudioSource
Sets the AudioSource that will receive audio samples for the specified track if this audio target is selected with Video.VideoPlayer.audioOutputMode.
UnityAction
Fires a UnityAction
From | Link from target object |
To | Link to target object |
This node is used to set POAP URLs. It's called by the experience when the node is executed (see example prefab with clickable collider node which triggers the POAP execution)
LinkGameObject | GameObject | Target GameObject |
LinkType | Direction of linking process |
OvrNodeLinks |
OvrInstantiate | Node responsible for instantiating objects to be linked. |
LinkType | Direction of linking process. |
OvrNodeLinks |
Text
Text
Unity Text Component
ExecuteOnUpdate
boolean
If True, this node will be executed each frame.
OvrVariable
Value to display
Nodes | Grouped , to be executed in sequence. |
OvrNodeToLink |
OvrNodeWhereLink |
Subclass of Ovr.OvrNode
This Node is used to create events, handled by the Unity Engine.
Tip: this node is useful for executing code of Native Unity Components, which are outside the control of the SDK Node system, like, for example, activating/deactivating specific objects, triggering events, and handling specific Unity Components parameters and game physics, etc.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
Subclass of UnityEngine.Monobehaviour
OvrVariable is the base class, from which all the other Variables derive their base attributes.
Name | Type | Description |
---|---|---|
[ , string [ ] ]
Collection of , paired with a list of strings, that correspond to the IDs of the that exist within the GameObject.
[ , string [ ] ]
Collection of , paired with a list of strings, that correspond to the IDs of the that exist within the GameObject.
Starting , to link.
Ending , where link.
LinkToNode
Link OvrNode to another
LinkToGameObject
LinkToInstantiateGameObject
Link an OvrNode and a set of OvrNodes inside a GameObject created by an OvrInstantiate Node
VariableType
Type of the OvrVariable [read only]
Id
string
ID of the OvrVariable
Variable
object
Actual data stored.
None
No type assigned to Variable
Bool
Boolean value
Int
Integer value
Float
Floating point value (Decimal)
Vector2
Representation of 2D vectors and points
Vector3
Representation of 3D vectors and points
Quaternion
Represents rotations. They are compact, don't suffer from gimbal lock and can easily be interpolated. Unity internally uses Quaternions to represent all rotations.
String
String value
Subclass of Ovr.OvrVariable
UnityEvent
UnityEvent
Unity class to handle events.
Url
String
Url pointing to a specific resource.
Subclass of Ovr.OvrNumericVariable
Implements an OvrNumericVariable holding a decimal value.
DeltaTime
The interval in seconds from the last frame to the current one.
Time
The time at the beginning of this frame.
Subclass of Ovr.OvrNumericVariable
Implements an OvrNumericVariable holding an integer value.
Subclass of Ovr.OvrNumericVariable
Implements a OvrNumericVariable holding a 2D Vector value.
Subclass of Ovr.OvrNumericVariable
Implements a OvrNumericVariable holding a 3D Vector value.
Subclass of Ovr.OvrFloat
Simple representation of time inside the SDK. Similar to the Unity Time class.
Note: the following attributes are added to the existing ones from the super class OvrFloat
Name | Type | Description |
---|---|---|
OvrTimeType
Returned value changes by changing this attribute's value.
Subclass of Ovr.OvrNode
Implementation of OvrNode, used to create the Node for which execution needs to be asynchronous.
Subclass of Ovr.OvrNumericVariable
Implements a OvrNumericVariable holding a 4D Vector value, representing a Rotation.
Subclass of Ovr.OvrNode
This Node is used to handle assignations between OvrVariables, attached to different objects in Scene.
Note: the following attributes are added to the existing ones from the super class OvrNode
Name | Type | Description |
---|---|---|
NodeId
string
The ID of the Node, used to better recognize the Node in Editor.
PreExecutionNodes
OvrNode [ ]
Collection of OvrNodes, these nodes will be executed before this OvrNode.
PostExecutionNodes
OvrNode [ ]
Collection of OvrNodes, these nodes will be executed after this OvrNode.
Execute
Prompts the OvrNode for execution. The behaviour of this Method will differ for each Node.
FromVariable
OvrVariable from which get the value to be assigned to ToVariable.
ToVariable
OvrVariable in which set the value coming from FromVariable.