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chore(API): auto generate API documentation

The API documentation has been automatically updated.
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thestonefox committed Jun 14, 2018
1 parent 6e4f65e commit d88c9eafc31975bb9566e5747c12e48e5f75fa3d
Showing with 114 additions and 8 deletions.
  1. +114 −0 Assets/VRTK/Documentation/API.md
  2. +0 −4 Assets/VRTK/Examples/README.md
  3. +0 −4 README.md
@@ -515,6 +515,28 @@ The GetCurrentSnappedObejct method returns the GameObject that is currently snap
The GetCurrentSnappedInteractableObject method returns the Interactable Object script that is currently snapped in the snap drop zone area.
#### Clone/1
> `public virtual GameObject Clone(Vector3 position)`
* Parameters
* `Vector3 position` - Position of the cloned GameObject
* Returns
* `GameObject` - The GameObject of the clone
The Clone method returns the GameObject of the cloned snap drop zone
#### Clone/0
> `public virtual GameObject Clone()`
* Parameters
* _none_
* Returns
* `GameObject` - The GameObject of the clone
The Clone method returns the GameObject of the cloned snap drop zone
### Example
`VRTK/Examples/041_Controller_ObjectSnappingToDropZones` uses the `VRTK_SnapDropZone` prefab to set up pre-determined snap zones for a range of objects and demonstrates how only objects of certain types can be snapped into certain areas.
@@ -4539,6 +4561,32 @@ The ZeroVelocity method resets the velocity and angular velocity to zero on the
The SaveCurrentState method stores the existing Interactable Object parent and the Rigidbody kinematic setting.
#### GetPreviousState/3
> `public virtual void GetPreviousState(out Transform previousParent, out bool previousKinematic, out bool previousGrabbable)`
* Parameters
* `out Transform previousParent` - Out param for the previous parent
* `out bool previousKinematic` - Out param for the previous Kinematic state
* `out bool previousGrabbable` - Out param for the previous Grabbable State
* Returns
* _none_
Returns the previous state of the Interactable Object
#### OverridePreviousState/3
> `public virtual void OverridePreviousState(Transform previousParent, bool previousKinematic, bool previousGrabbable)`
* Parameters
* `Transform previousParent` - value of the previous parent
* `bool previousKinematic` - value of the previous Kinematic state
* `bool previousGrabbable` - value of the previous Grabbable State
* Returns
* _none_
Overrides the previous state of the Interactable Object
#### GetNearTouchingObjects/0
> `public virtual List<GameObject> GetNearTouchingObjects()`
@@ -6652,6 +6700,17 @@ The GetValue method returns the current position value of the pusher.
The GetNormalizedValue method returns the current position value of the pusher normalized between `0f` and `1f`.
#### SetValue/1
> `public override void SetValue(float value)`
* Parameters
* `float value` - Not used.
* Returns
* _none_
The SetValue method is not implemented as the pusher resets automatically.
#### IsResting/0
> `public override bool IsResting()`
@@ -6750,6 +6809,17 @@ The GetValue method returns the current rotation value of the rotator.
The GetNormalizedValue method returns the current rotation value of the rotator normalized between `0f` and `1f`.
#### SetValue/1
> `public override void SetValue(float value)`
* Parameters
* `float value` - The new rotation value
* Returns
* _none_
The SetValue method sets the current Angle of the rotator
#### GetStepValue/1
> `public virtual float GetStepValue(float currentValue)`
@@ -6890,6 +6960,17 @@ The GetValue method returns the current position value of the slider.
The GetNormalizedValue method returns the current position value of the slider normalized between `0f` and `1f`.
#### SetValue/1
> `public override void SetValue(float value)`
* Parameters
* `float value` - The new position value
* Returns
* _none_
The SetValue method sets the current position value of the slider
#### GetStepValue/1
> `public virtual float GetStepValue(float currentValue)`
@@ -7025,6 +7106,17 @@ The GetValue method returns the current position value of the pusher.
The GetNormalizedValue method returns the current position value of the pusher normalized between `0f` and `1f`.
#### SetValue/1
> `public override void SetValue(float value)`
* Parameters
* `float value` - Not used.
* Returns
* _none_
The SetValue method is not implemented as the pusher resets automatically.
#### IsResting/0
> `public override bool IsResting()`
@@ -7123,6 +7215,17 @@ The GetValue method returns the current rotation value of the rotator.
The GetNormalizedValue method returns the current rotation value of the rotator normalized between `0f` and `1f`.
#### SetValue/1
> `public override void SetValue(float value)`
* Parameters
* `float value` - The new rotation value
* Returns
* _none_
The SetValue method sets the current Angle of the rotator
#### GetContainer/0
> `public virtual GameObject GetContainer()`
@@ -7270,6 +7373,17 @@ The GetValue method returns the current position value of the slider.
The GetNormalizedValue method returns the current position value of the slider normalized between `0f` and `1f`.
#### SetValue/1
> `public override void SetValue(float value)`
* Parameters
* `float value` - The new position value
* Returns
* _none_
The SetValue method sets the current position value of the slider
#### GetStepValue/1
> `public virtual float GetStepValue(float currentValue)`
@@ -1,9 +1,5 @@
# Examples
**Important Note**
> The example scenes no longer contain the `VRTK_SDKManager` as this is loaded in at runtime via the `VRTK_SDKManager_Constructor` scene. As the `VRTK_SDKManager` script is responsible for setting up the required Unity Scripting Define Symbols for installed SDKs it is required that the `VRTK_SDKManager_Constructor` scene is opened in the Unity Editor when first using the project or when installing a new supported SDK so it can set up the scripting define symbols. The example scenes will not work until the scripting define symbols have been set up correctly so please ensure that the `VRTK_SDKManager_Constructor` scene is loaded into the Unity Editor first.
This directory contains Unity3d scenes that demonstrate the scripts and prefabs being used in the game world to create desired functionality.
> *VRTK offers a VR Simulator that works without any third party SDK, but VR device support requires a supported VR SDK to be imported into the Unity project.*
@@ -45,10 +45,6 @@ see if your query has already been answered.
* Open the folder in Unity to load the project.
* Have a look at the included example scenes.
**Important Note**
> The example scenes no longer contain the `VRTK_SDKManager` as this is loaded in at runtime via the `VRTK_SDKManager_Constructor` scene. As the `VRTK_SDKManager` script is responsible for setting up the required Unity Scripting Define Symbols for installed SDKs it is required that the `VRTK_SDKManager_Constructor` scene is opened in the Unity Editor when first using the project or when installing a new supported SDK so it can set up the scripting define symbols. The example scenes will not work until the scripting define symbols have been set up correctly so please ensure that the `VRTK_SDKManager_Constructor` scene is loaded into the Unity Editor first.
The example scenes support all the VRTK supported VR SDKs. To make use
of VR devices (besides the included VR Simulator) import the needed
third party VR SDK into the project.

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