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. |
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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. |