Table of Contents

Class VRDeviceSystem

Namespace
Stride.VirtualReality
Assembly
Stride.VirtualReality.dll
public class VRDeviceSystem : GameSystemBase, IDisposable, ICollectorHolder, IGameSystemBase, IComponent, IReferencable, IUpdateable, IDrawable, IContentable
Inheritance
object
VRDeviceSystem
Implements
Inherited Members
Extension Methods

Constructors

VRDeviceSystem(IServiceRegistry)

public VRDeviceSystem(IServiceRegistry registry)

Parameters

registry IServiceRegistry

Fields

MirrorHeight

public int MirrorHeight

Field Value

int

MirrorWidth

public int MirrorWidth

Field Value

int

PreferredApis

public VRApi[] PreferredApis

Field Value

VRApi[]

PreferredScalings

public Dictionary<VRApi, float> PreferredScalings

Field Value

Dictionary<VRApi, float>

PreviousCameraProjection

public Matrix PreviousCameraProjection

Field Value

Matrix

PreviousUseCustomProjectionMatrix

public bool PreviousUseCustomProjectionMatrix

Field Value

bool

PreviousUseCustomViewMatrix

public bool PreviousUseCustomViewMatrix

Field Value

bool

RequestPassthrough

public bool RequestPassthrough

Field Value

bool

RequireMirror

public bool RequireMirror

Field Value

bool

ResolutionScale

public float ResolutionScale

Field Value

float

Properties

Device

public VRDevice Device { get; }

Property Value

VRDevice

Methods

Destroy()

Disposes the object's resources.

protected override void Destroy()

Remarks

Override in a derived class to implement disposal logic specific to it.

This method is automatically called whenever a call to Dispose() (or to Release()) has decreased the internal reference count to zero, meaning no other objects (hopefully) hold a reference to this one and its resources can be safely released.

Draw(GameTime)

Draws the Game Component.

public override void Draw(GameTime gameTime)

Parameters

gameTime GameTime

The current timing information.

Update(GameTime)

This method is called when this game component is updated.

public override void Update(GameTime gameTime)

Parameters

gameTime GameTime

The current timing.