The VRSimulator is designed to integrate fairly seamlessly into your VR experience. Remember, it's not meant to be a production-grade asset, however it is meant to be extensible and flexible to help you simulate your VR experience as comprehensively as possible.
We have thoroughly documented all of the public/static members, properties, methods, classes, etc. that are included in the VRSimulator. This scripting reference is available to you:
In Visual Studio, you can get helpful suggestions, guidance, and commentary on the VRSimulator's exposed properties and methods just by starting to type. Visual Studio will provide helpful tooltips and suggestions so that you can both autocomplete bits of code and peek into the underlying documentation about whatever you're working with.
The VRSimulator is designed to operate within the Immerseum namespace, and it too has received a namespace of its own (perhaps unsurprisingly, Immerseum.VRSimulator).
When scripting with the VRSimulator, you can either reference stuff using its fully formed name or you can also use the handy C# using directive:
// Fully-formed approach - kind of long, difficult to read, and annoying. using UnityEngine; public class myClass : MonoBehavior { bool hmdConnected = Immerseum.VRSimulator.HMDSimulator.isHMDConnected; } // With a using directive - short and sweet. using Immerseum.VRSimulator { bool hmdConnected = HMDSimulator.isHMDConnected; }
When designing the VRSimulator, we have adopted a number of design approaches that have a significant impact on our scripting interfaces: