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.
| 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. |