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VLDebugCameraBehaviour Class Reference

The VLDebugCameraBehaviour can be used to visualize arbitrary tracking poses from the tracking system. More...

Inherits VLWorkerReferenceBehaviour.

Data Fields

string extrinsicDataId = "VisualizationExtrinsicData"
 Used extrinsic data key. More...
 
string intrinsicDataId = "IntrinsicData"
 Used intrinsic data key. More...
 
int backgroundLayer = 8
 Layer with the camera image background. More...
 
Camera trackingCamera
 Target camera which will be moved. More...
 
- Data Fields inherited from VLWorkerReferenceBehaviour
VLWorkerBehaviour workerBehaviour
 Reference to used VLWorkerBehaviour. More...
 

Additional Inherited Members

- Protected Member Functions inherited from VLWorkerReferenceBehaviour
bool InitWorkerReference ()
 Initializes the workerBehaviour and worker member variables. More...
 
- Protected Attributes inherited from VLWorkerReferenceBehaviour
VLWorker worker
 

Detailed Description

The VLDebugCameraBehaviour can be used to visualize arbitrary tracking poses from the tracking system.

Right now you must know the internal name of the camera pose. Therefore this behaviour is primarily a debugging tool for vlUnitySDK developers.

This behaviour can either be used by replacing the VLTrackingCameraBehaviour of the VLCamera GameObject with the VLDebugCameraBehaviour or by using the VLDebugCamera prefab and disabling the Camera and the VLTrackingCamera behaviour of the VLCamera object.

Field Documentation

◆ backgroundLayer

int VLDebugCameraBehaviour.backgroundLayer = 8

Layer with the camera image background.

This layer will not be rendered by the tracking camera.

◆ extrinsicDataId

string VLDebugCameraBehaviour.extrinsicDataId = "VisualizationExtrinsicData"

Used extrinsic data key.

◆ intrinsicDataId

string VLDebugCameraBehaviour.intrinsicDataId = "IntrinsicData"

Used intrinsic data key.

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◆ trackingCamera

Camera VLDebugCameraBehaviour.trackingCamera

Target camera which will be moved.

If this is not defined, then the Camera behaviour attached to the current GameObject will be used automatically.