Property | Type | Description | |
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DeviceLocationPrefab | NaviDevice, | ||
Instance | NaviConnectionSDK, |
Method | Description | |
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AnimObjLocation ( int player_id, string objName, Vector3 location, float time ) : void |
Animates a gameobject to a given location on the mobile device. This should be used after you have uploaded an asset bundle to the device.
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Awake ( ) : void |
First function that is called when scene is loading
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CallComponentMethod ( int player_id, string objName, string componentName, string methodName, object parameters ) : void |
If an asset bundle has been sent to the screen, this methd allows you to edit any component on game objects in the asset bundle. if there are no parameters, set parameters to null
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ClearMobileKeyboard ( int player_id ) : void |
Method to clear the text on the mobile keyboard
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CloseMobileKeyboard ( int player_id ) : void |
Method to close mobile keyboard on device
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DestroyObj ( int player_id, string objName ) : void |
Destroys a gameobject located on the mobile device. This should be used after you have uploaded an asset bundle to the device.
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DuplicateObj ( int player_id, string objName, string newName, Vector3 pos, Quaternion rot ) : void |
Duplicate a gameobject located on the mobile device. This should be used after you have uploaded an asset bundle to the device.
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GetMobileHotspotObj ( ) : |
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GetPlayerPose ( int playerID ) : NaviDevice, |
Gets the device information for the specific player
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OnDestroy ( ) : void |
Called when object is destroyed i.e. when game ends
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OpenMobileKeyboard ( int player_id, string initalText, bool hideInputOnKeyboards ) : void |
Method to tell connected device that it should open its mobile keyboard
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RenderObj ( int player_id, string objName, bool render ) : void |
Sets whether to render a gameobject located on the mobile device. This should be used after you have uploaded an asset bundle to the device.
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ResetDevice ( ) : void |
Public Method to reset just the smart device
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ResetVR ( int playerID ) : void |
Resets the HMD and smart device. Will call OnGameStart once both the device and HMD have been reset. This method is mapped to a 5 finger tap. So whenever a user taps with 5 fingers they will be reset
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SendAssetBundle ( int player_id, |
Sends an asset bundle to to the mobile device in order to render the scene
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SendData ( ) : void |
Method that is called on an interval to broadcast the ipAddress for listening devices
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SetDeviceOrientaton ( int player_id, ScreenOrientation, orient, bool canUserChange ) : void |
Method to set the device orientation on the mobile device. This uses Unity's enum and sends that to the device
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SetInstructions ( int player_id, string instructions ) : void |
Method to set the instructions on the instruction panel screen of the mobile device
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SetObjLocation ( int player_id, string objName, Vector3 location ) : void |
Sets the location of a gameobject located on the mobile device. This should be used after you have uploaded an asset bundle to the device.
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SetObjRotation ( int player_id, string objName, Quaternion rot ) : void |
Sets the rotation of a gameobject located on the mobile device. This should be used after you have uploaded an asset bundle to the device.
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Start ( ) : void |
Called after Gameobject is initalized. We start sending packets to find Navi-compatible devices
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StartPlayerSwitchIds ( int playerID, int fingerID, Vector2 pos ) : void |
After a reset this method is called, if the player would like to change which device number they are. To change which device number they are, they need to hold & press the number of fingers of the device they want to become. I.e. if they want to become player 2, they touch their device with 2 fingers.
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SwitchPlayerIds ( int playerID, int fingerID, Vector2 pos ) : void |
Method that is called when a player wants to switch to a given device id.
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TouchUp ( int playerID, int fingerID, Vector2 pos ) : void |
Listener for when the user touches up on the device
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Update ( ) : void |
Called every frame to process Network events.
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UpdateComponentProperty ( int player_id, string objName, string componentName, string propName, object value, object indicies ) : void |
If an asset bundle has been sent to the screen, this method allows you to edit any component on game objects in the asset bundle. if there are no indices, set indices to null
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Method | Description | |
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ChangePlayerID ( int newID, int currConnection ) : void |
Method to tell that device that it has changed to a different player number
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CreateSocket ( ) : void |
Method that creates the socket on the PC that will be used for receiving data
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DeviceConnected ( int connectionID ) : void |
Method that is called when a smart device connects
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GetPlayerID ( int connectionID ) : int |
Given the connection id, we get the player id index
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HandlePoseData ( int connectionID, byte recBuffer ) : void |
Method to parse and send an event when Pose Data is transfer from smart device
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HandleRPC ( int connectionID, byte recBuffer ) : void |
Method to parse and send an RPC event from smart device such as recieving touch input
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OnConnection ( int connectionID ) : void |
Method that is called when a connection is made. We then send a message back to the smart device so that the smart device knows which connection it should use to send different types of data. OnDeviceConnected is called when all connections have been made.
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OnDisconnect ( int connectionID ) : void |
Method that is called when one of the connection disconnects.
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SendAssetData ( int player_id, byte file ) : IEnumerator |
Private method to iteratively send asset data to the mobile device, because in general that file will be too big
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StartSendingIP ( ) : void |
Method that will start broadcasting packets to find a smart device
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public AnimObjLocation ( int player_id, string objName, Vector3 location, float time ) : void | ||
player_id | int | |
objName | string | |
location | Vector3 | |
time | float | |
return | void |
public CallComponentMethod ( int player_id, string objName, string componentName, string methodName, object parameters ) : void | ||
player_id | int | |
objName | string | |
componentName | string | |
methodName | string | |
parameters | object | |
return | void |
public ClearMobileKeyboard ( int player_id ) : void | ||
player_id | int | |
return | void |
public CloseMobileKeyboard ( int player_id ) : void | ||
player_id | int | |
return | void |
public DestroyObj ( int player_id, string objName ) : void | ||
player_id | int | |
objName | string | |
return | void |
public DuplicateObj ( int player_id, string objName, string newName, Vector3 pos, Quaternion rot ) : void | ||
player_id | int | |
objName | string | |
newName | string | |
pos | Vector3 | |
rot | Quaternion | |
return | void |
public GetMobileHotspotObj ( ) : |
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return |
public GetPlayerPose ( int playerID ) : NaviDevice, | ||
playerID | int | The id of the player, where 0 is the controller that is used by the headset |
return | NaviDevice, |
public OpenMobileKeyboard ( int player_id, string initalText, bool hideInputOnKeyboards ) : void | ||
player_id | int | |
initalText | string | |
hideInputOnKeyboards | bool | |
return | void |
public RenderObj ( int player_id, string objName, bool render ) : void | ||
player_id | int | |
objName | string | |
render | bool | |
return | void |
public SendAssetBundle ( int player_id, |
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player_id | int | |
assetFile | ||
return | void |
public SetDeviceOrientaton ( int player_id, ScreenOrientation, orient, bool canUserChange ) : void | ||
player_id | int | |
orient | ScreenOrientation, | |
canUserChange | bool | |
return | void |
public SetInstructions ( int player_id, string instructions ) : void | ||
player_id | int | |
instructions | string | |
return | void |
public SetObjLocation ( int player_id, string objName, Vector3 location ) : void | ||
player_id | int | |
objName | string | |
location | Vector3 | |
return | void |
public SetObjRotation ( int player_id, string objName, Quaternion rot ) : void | ||
player_id | int | |
objName | string | |
rot | Quaternion | |
return | void |
public StartPlayerSwitchIds ( int playerID, int fingerID, Vector2 pos ) : void | ||
playerID | int | |
fingerID | int | |
pos | Vector2 | |
return | void |
public SwitchPlayerIds ( int playerID, int fingerID, Vector2 pos ) : void | ||
playerID | int | |
fingerID | int | |
pos | Vector2 | |
return | void |
public TouchUp ( int playerID, int fingerID, Vector2 pos ) : void | ||
playerID | int | |
fingerID | int | |
pos | Vector2 | |
return | void |
public UpdateComponentProperty ( int player_id, string objName, string componentName, string propName, object value, object indicies ) : void | ||
player_id | int | |
objName | string | |
componentName | string | |
propName | string | |
value | object | |
indicies | object | |
return | void |