HvrActor

This component provides the ability to create and play HVR data within Unity.

It offers control over how the data is played and how it is rendered.

Parameters

Property Type Function
Data    
Mode Reference

Drag and Drop a file or folder from the Project window onto this slot.

Any referenced data is included when a build is created.

  Path

A direct path to a file, folder or network location.

Any data specified will not be included in a build.

Play Bool Should the Asset this HvrActor creates start playing immediately?
Loop Bool Should the Asset this HvrActor creates loop?
Seek Time Float The time the Asset should seek to once it is created
Renderer    
Material Object The material the HvrActor will render with if using the ‘Standard’ RenderMethod.
Render Method FastCubes Renders the actor using cubes
  CorrectCubes Identical results to FastCubes, but has correct depth and z-sorting for cubes on all platforms
  PointSprite Renders the actor with screen aligned squares
  PointSpriteDepth Only renders depth, color is ignored
  PointBlend Renders the actor with smooth points which soften the look of the actor
Use Lighting Bool Should this HvrActor be influenced by HvrLights?
Receive Shadows Bool Should this HvrActor receive shadows?
Cast Shadows Bool Should this HvrActor cast shadows?
Options    
Use Screenspace Quad Bool

Should this HvrActor render using a Screenspace Quad?

This option is exposed in order to handle the cases where a ShaderSubroutine has move points outside the bounds of the HvrActor.

To reduce the amount of overdraw, it is recommended to leave this option disabled unless needed.

Use Occlusion Culling Bool Should this HvrActor use Unity’s Occlusion Culling system to check whether the object is visible when rendering? This is represented as a sphere around the HvrActor.
Occlusion Culling Radius Multiplier Float Increase the radius of the Occlusion Culling sphere.