// Copyright (c) Meta Platforms, Inc. and affiliates. namespace Meta.XR.Movement { public static class DriveSkeletalLateUpdateLogicTooltips { public const string DeformationLogics = "Deformation logic components to drive."; public const string RecalculateNormals = "Normal recalculation components to drive."; public const string TwistDistributions = "Twist distribution components to drive."; public const string HipPinnings = "Hip pinning components to drive."; public const string Groundings = "Grounding logic components to drive."; } public static class DriveThirdPartySkeletonTooltips { public static class JointAdjustmentTooltips { public const string Joint = "Joint to adjust."; public const string Rotation = "Rotation to apply to the joint, post-retargeting."; public const string JointDisplacement = "Amount to displace the joint, based on percentage of distance to " + "the next joint."; public const string DisableRotationTransform = "Allows disable rotational transform on joint."; public const string DisablePositionTransform = "Allows disable positional transform on joint."; public const string BoneIdOverrideValue = "Allows mapping this human body bone to OVRSkeleton bone different from the " + "standard. An ignore value indicates to not override; remove means to exclude " + "from retargeting. Cannot be changed at runtime."; } public const string TargetAnimator = "Animator on target character that needs to be driven. Keep disabled."; public const string BodySectionsToAlign = "A list of body sections to align. While all bones should be " + "driven, only a subset will have their axes aligned with source."; public const string BodySectionsToPosition = "A list of body sections to fix the position of by matching against " + "the body tracking rig. The other bones can be fixed via IK. Back bones " + "differ among rigs, so be careful about aligning those."; public const string AnimatorTargetTPose = "Animator of target character in T-pose."; public const string UpdatePositions = "Whether we should update the positions of target character or not."; public const string OvrSkeleton = "OVRSkeleton component to query bind pose and bone values from."; public const string Adjustments = "Adjustments to apply to certain bones that need to be fixed " + "post-retargeting."; public const string BoneGizmosSource = "Allow visualization of gizmos for certain bones for source."; public const string BoneGizmosTarget = "Allow visualization of gizmos for certain bones for target."; public const string BoneGizmosSourceTPose = "Allow visualization of gizmos for certain bones for source T-pose."; public const string BoneGizmosTargetTPose = "Allow visualization of gizmos for certain bones for target T-pose."; public const string BodySectionsToRenderDebugText = "Body sections to show debug text."; public const string LineRendererSource = "Line renderer of source prefab, allows visual debugging in game view."; public const string LineRendererTarget = "Line renderer of target prefab, allows visual debugging in game view."; public const string BoneRendererSource = "Joint renderer prefab used for source."; public const string BoneRendererTarget = "Joint renderer prefab used for target."; public const string AxisRendererTargetPrefab = "Axes debug prefab, target."; public const string AxisRendererSourcePrefab = "Axes debug prefab, source."; public const string ShowDebugAxes = "Show or hide debug axes."; public const string DebugSkeletalViews = "Allows debugging of skeletal views."; public const string TargetRenderer = "Renderer of target character."; } public static class TogglesMenuTooltips { public const string FaceTrackingSystem = "Face tracking system to toggle features on."; public const string RecalculateNormals = "Recalculate normals component to control."; public const string DeformationLogic = "Deformation logic component to control."; public const string TwistDistributions = "Twist distribution components to control."; public const string RecalculateNormalsText = "Recalc normals text to update based on toggle state."; public const string CorrectivesText = "Correctives text to update based on toggle state"; public const string DeformationText = "Deformation text to update based on toggle state"; public const string TwistText = "Twist distribution text to update based on twist distribution toggle state"; } public static class BlendshapesMenuToggleTooltips { public const string BlendShapesMenus = "Blend shapes menus to turn on/off."; } public static class BlendshapeMenuVisualTooltips { public const string OvrFaceExpressions = "Blend shapes menus to turn on/off."; public const string WorldText = "Text mesh pro visual for blendshape values."; public const string MinBlendshapeThreshold = "Threshold that blendshapes must passed before being rendered."; public const string FilterArray = " Can be used to filter blendshapes for rendering."; public const string ExpressionsPrefix = "Prefix for rendered text."; } public static class MirrorTransformationTooltips { public const string MirrorNormal = "Mirror normal, perpendicular to mirror face."; public const string MirrorPlaneOffset = "Allows mirror to be pushed into reflection plane somewhat," + " assuming mirror geometry has some thickness."; public const string TransformToMirror = "Transform to be reflected."; } public static class TransformMirroredEyesTooltips { public const string LeftEyeOriginal = "The original left eye that will be mirrored."; public const string LeftEyeMirrored = "The to-be-mirrored left eye."; public const string RightEyeOriginal = "The original right eye that will be mirrored."; public const string RightEyeMirrored = "The to-be-mirrored right eye."; } public static class CompareVectorHashesTooltips { public const string NumVerticesToTest = "Number of vertices to test with hashes."; public const string MarginOfError = "Margin of error used to generate random vertex positions."; } public static class RecalculateNormalsTooltips { public const string SkinnedMeshRenderer = "Skinned mesh renderer requiring normal recalc."; public const string SubMesh = "Submesh index to recalc normals on."; public const string EnableRecalculate = "Allows toggling recalculation on/off."; public const string UseUnityFunction = "Allows using Unity's stock recalc instead. Cannot change at runtime."; public const string RecalculateIndependently = "Allows recalculate normals to be calculated independently on LateUpdate, instead of being driven from DriveSkeletalLateUpdateLogic."; public const string DuplicateLayer = "The visible layer of the duplicate mesh with recalculate normals."; public const string HiddenMeshLayerName = "The invisible layer of original mesh with invalid normals"; public const string RecalculateMaterialIndices = "Index of material that needs meta data for normal recalc."; } public static class GroundingLogicTooltips { public const string Skeleton = "The OVR Skeleton component."; public const string HipsTarget = "The hips target transform."; public const string GroundingLayers = "The layers that the raycast will check against for grounding."; public const string GroundRaycastDist = "The maximum distance that the raycast will go when checking for grounding."; public const string LeftLegProperties = "The leg properties for the left leg."; public const string RightLegProperties = "The leg properties for the right leg."; public static class LegPropertiesTooltips { public const string IkSolver = "The two-bone IK solver."; public const string InitialRotationOffset = "The initial rotation offset for the feet."; public const string StepDist = "The distance before the step is triggered."; public const string StepHeight = "The height of the step taken."; public const string StepSpeed = "The speed of the step for the foot."; public const string FloorOffset = "The height offset from the grounded floor to be applied to the foot."; public const string FootHeightScaleOnDist = "The maximum distance for the step height to not be scaled."; public const string LowerThresholdMoveProgress = "The lower bound of the move progress before the other foot can take a step."; public const string HigherThresholdMoveProgress = "The upper bound of the move progress before the other foot can take a step."; public const string StepCurve = "The animation curve for evaluating the step height value."; } } public static class TwoBoneIKTooltips { public const string UpperTransform = "The upper transform."; public const string MiddleTransform = "The middle transform."; public const string LowerTransform = "The lower transform."; public const string TargetTransform = "The target transform."; public const string PoleTransform = "The pole transform."; public const string TargetPosOffset = "The target position offset."; public const string TargetRotOffset = "The target rotation offset."; } public static class HipPinningCalibrationTooltips { public const string MainChairProp = "The hip pinning target for the main character."; public const string MirroredChairProp = "The hip pinning target for the mirrored character."; public const string MainCharacterHipPinning = "The hip pinning logic for the main character."; public const string MirroredCharacterHipPinning = "The hip pinning logic for the mirrored character."; public const string MainCharacterGrounding = "The grounding logic for main character."; public const string MirroredCharacterGrounding = "The grounding logic for mirrored character."; public const string MainCharacterRenderer = "The game object that contains the mesh renderers for the main character."; public const string MirroredCharacterRenderer = "The game object that contains the mesh renderers for the main character."; public const string DataProvider = "The tracking data provider for the main character."; public const string CalibrateMenu = "The game object that contains the renderers for this calibration menu."; } public static class HipPinningLogicTooltips { public const string EnableLegRotation = "If true, leg rotation will be enabled."; public const string EnableLegRotationLimits = "If true, leg rotation limits will be enabled."; public const string EnableConstrainedMovement = "If true, movement around the constrained surface will be enabled."; public const string EnableApplyTransformations = "If true, the entire body will be transformed to undo the offset applied by the hip pinning position constraint."; public const string HipPinningActive = "If true, hip pinning is currently active."; public const string HipPinningLeave = "If true, hip pinning will be disabled when the character leaves a certain range."; public const string HipPinningHeightAdjustment = "If true, hip pinning will adjust the height of the seat to match the tracked position."; public const string HipPinningLeaveRange = "The range from the hip pinning target before hip pinning is disabled."; public const string HipPinningTargets = "The list of hip pinning targets in the scene."; public const string Skeleton = "The OVR Skeleton component."; public const string DataProvider = "The tracking data provider."; public static class HipPropertiesTooltips { public const string BodyJointProperty = "Body joint property for hip pinning."; public const string PositionConstraint = "Position constraint for the specified joint for hip pinning."; public const string RotationLimit = "Rotation limit for an axis from the hips for hip pinning."; } public static class BodyJointPropertiesTooltips { public const string BodyJoint = "The body joint"; public const string InitialLocalRotation = "The initial local rotation of the body joint."; public const string ConstraintWeight = "The positional constraint weight for this body joint."; public const string OffsetWeight = "The weight applied for the offsets applied by hip pinning."; public const string PositionDistanceThreshold = "The distance before offsets stop getting applied to this body joint."; public const string PositionDistanceWeight = "The weight of the constraint scaling with distance when offsets stop getting applied to this body joint."; } } public static class HipPinningTargetTooltips { public const string ChairObject = "The game object containing the renderers for this hip pinning target."; public const string HipTargetTransform = "The transform that the character's hip is positionally constrained to."; public const string ChairSeat = "The chair's seat transform."; public const string ChairCylinder = "The chair's cylinder transform."; public const string ChairCylinderScaleMultiplier = "The chair's cylinder scale multiplier."; public const string SpineTargetTransforms = "The transforms that the character's spine bones are positionally constrained to."; public const string ConstrainedArea = "The amount of constrained movement allowed from this hip pinning target."; public const string ConstrainedAreaOffset = "The offset to be applied to the center of where the constrained area will be."; } public static class HipPinningMenuTooltips { public const string MainCharacter = "Main character driven by user."; public const string MirroredCharacter = "Mirrored character."; public const string Text = "Informational text."; public const string BodyParts = "Body parts that can be toggled."; public static class BodyPartTooltips { public const string BodyPartObject = "The body part object."; public const string BodyPartName = "The name of the body part."; public const string Enabled = "If true, the body part is active and visible."; } } public static class CorrectiveShapesDriverTooltips { public const string SkinnedMeshRendererToCorrect = "The skinned mesh renderer that contains the blendshapes to be corrected."; public const string CombinationShapesTextAsset = "The json file containing the in-betweens and combinations data."; public static class InBetweenTooltips { public const string DrivenIndex = "The blendshape index to be driven on the skinned mesh renderer."; public const string DriverIndex = "The target blendshape index used for calculating the blendshape weight."; public const string Slope = "The slope from the function curve of the in-between."; public const string OffsetX = "The x offset from the function curve of the in-between."; public const string OffsetY = "The y offset from the function curve of the in-between."; public const string DomainStart = "The domain range start from the function curve of the in-between."; public const string DomainEnd = "The domain range end from the function curve of the in-between."; } public static class CombinationTooltips { public const string DrivenIndex = "The blendshape index to be driven on the skinned mesh renderer."; public const string DriverIndices = "The blendshape indices used in calculating the blendshape weight for the driven index."; } public static class RigLogicDataTooltips { public const string InBetweens = "Array of all of the in-betweens data."; public const string Combinations = "Array of all of the combinations data."; } } public static class CorrectivesModuleTooltips { public static class InBetweenTooltips { public const string DrivenIndex = "The blendshape index to be driven on the skinned mesh renderer."; public const string DriverIndex = "The target blendshape index used for calculating the blendshape weight."; public const string Slope = "The slope from the function curve of the in-between."; public const string OffsetX = "The x offset from the function curve of the in-between."; public const string OffsetY = "The y offset from the function curve of the in-between."; public const string DomainStart = "The domain range start from the function curve of the in-between."; public const string DomainEnd = "The domain range end from the function curve of the in-between."; } public static class CombinationTooltips { public const string DrivenIndex = "The blendshape index to be driven on the skinned mesh renderer."; public const string DriverIndices = "The blendshape indices used in calculating the blendshape weight for the driven index."; } public static class RigLogicDataTooltips { public const string InBetweens = "Array of all of the in-betweens data."; public const string Combinations = "Array of all of the combinations data."; } } public static class BlendshapeMappingTooltips { public const string Meshes = "List of all mesh mappings - supported blendshapes on meshes on this character."; public static class MeshMappingTooltips { public const string Mesh = "The skinned mesh renderer that has blendshapes."; public const string Blendshapes = "List of all supported blendshapes on this skinned mesh renderer."; } } public static class FaceTrackingSystemTooltips { public const string BlendshapeMapping = "Blendshape mapping component."; public const string OVRFaceExpressions = "OVR face expressions component."; public const string CorrectiveShapesDriver = "Optional corrective shapes driver component."; public const string BlendshapeModifier = "Optional blendshape modifier component."; } public static class CorrectivesFaceTooltips { public const string BlendshapeModifier = "Optional blendshape modifier component."; public const string CombinationShapesTextAsset = "The json file containing the in-betweens and combinations data."; } public static class FacialExpressionDetectorTooltips { public static class ExpressionThresholdsTooltips { public const string FaceExpression = "Face expression blendshape to evaluate."; public const string EntryThreshold = "Threshold to enter expression, usually high."; public const string ExitThreshold = "Threshold to exit expression, usually low."; } public static class ExpressionDataTooltips { public const string Thresholds = "Array of thresholds."; public const string ExpressionTypeDetected = "Expression type (macro) detected."; } public const string OvrFaceExpressions = "OVRFaceExpressions component."; public const string ExpressionsToEvaluate = "Array of macro expressions test for."; } public static class SmileEffectTooltips { public const string SmileEnabled = "Returns the current state of if smile is enabled or disabled."; public const string FacialExpressionDetector = "Facial expression detector to query events from."; public const string MaterialIndex = "Material index to modify."; public const string Renderer = "Renderer of the face."; public const string GlowCurve = "Glow curve that modulates emission strength on face."; public const string Animator = "Petal animator to affect when smiling."; public const string SmileDelay = "Delay until smile gets triggered (seconds)."; public const string SmileStateNake = "State name for smile."; public const string ReverseSmileStateName = "State name for reverse smile (when it \"undoes\" itself)."; } public static class ScreenshotFaceExpressionsTooltips { public const string Camera = "The camera which its viewport will be used to take the screenshot."; public const string Mapping = "The target blendshape mapping."; public const string Correctives = "The target corrective shapes driver."; public const string ScreenshotWidth = "The width of the screenshot texture."; public const string ScreenshotHeight = "The height of the screenshot texture."; public const string ScreenshotNeutral = "If true, take a screenshot of the viewport without any blendshapes."; public const string ScreenshotFolder = "The path to the screenshots folder."; } public static class ScreenshotFaceExpressionsCaptureTooltips { public const string CorrectivesFaceComponents = "All face components to drive while capturing screenshots."; public const string Camera = "The camera which its viewport will be used to take the screenshot."; public const string ScreenshotWidth = "The width of the screenshot texture."; public const string ScreenshotHeight = "The height of the screenshot texture."; public const string ScreenshotNeutral = "If true, take a screenshot of the viewport without any blendshapes."; public const string ScreenshotFolder = "The path to the screenshots folder."; } public static class BlendshapeModifierTooltips { public static class FaceExpressionModifier { public const string FaceExpressions = "The facial expressions that will be modified."; public const string MinValue = "The minimum clamped blendshape weight for this set of facial expressions."; public const string MaxValue = "The maximum clamped blendshape weight for this set of facial expressions."; public const string Multiplier = "The blendshape weight multiplier for this set of facial expressions."; } public const string FaceExpressionsModifiers = "The array of facial expression modifier data to be used."; public const string DefaultBlendshapeModifierPreset = "Optional text asset containing the array of face expression modifier data to be used."; public const string GlobalMultiplier = "Global blendshape multiplier."; public const string GlobalMin = "Global blendshape clamp min."; public const string GlobalMax = "Global blendshape clamp max."; public const string ApplyGlobalClampingNonMapped = "Global blendshape clamp max."; } public static class MirrorSkeletonTooltips { public const string SkeletonToCopy = "The camera which its viewport will be used to take the screenshot."; public const string MySkeleton = "The target blendshape mapping."; } public static class HandDeformationTooltips { public static class FingerOffset { public const string FingerId = "The id of the finger to apply the offset to."; public const string FingerPosOffset = "The finger position offset."; public const string FingerRotOffset = "The finger rotation offset."; } public const string CustomSkeleton = "Custom skeleton to reference."; public const string CopyFingerDataInUpdate = "If true, copy the finger offsets data into FingerInfo during every update."; public const string FingerOffsets = "Offsets that will be applied to the fingers."; public const string Animator = "The character's animator."; public const string Skeleton = "The source skeleton."; public const string LeftHand = "The character's left hand bone."; public const string RightHand = "The character's right hand bone."; public const string InterpolatedFingers = "Possible metacarpal bones."; public const string Fingers = "All finger joints."; public const string CalculateFingerData = "If finger data has been calculated or not."; } public static class DeformationLogicTooltips { public static class BoneDistanceInfo { public const string StartBoneTransform = "The start bone transform."; public const string EndBoneTransform = "The end bone transform."; } public static class ArmPositionInfo { public const string Shoulder = "The shoulder transform."; public const string UpperArm = "The upper arm transform."; public const string LowerArm = "The lower arm transform."; public const string Weight = "The weight of the offset position."; public const string MoveSpeed = "The speed of the arm move towards if enabled."; } public const string Skeleton = "The OVR Skeleton component."; public const string MirrorSkeleton = "The Mirror Skeleton component."; public const string Animator = "Animator component. Setting this will cause this script " + "to ignore the skeleton field.."; public const string SpineTranslationCorrectionType = "The type of spine translation correction that should be applied."; public const string LeftArmPositionInfo = "The position info for the left arm."; public const string RightArmPositionInfo = "The position info for the right arm."; public const string FixArms = "Fix arms toggle."; public const string CorrectSpineOnce = "Allows the spine correction to run only once, assuming the skeleton's positions don't get updated multiple times."; public const string MoveTowardsArms = "If true, the arms will move towards the deformation target position."; } public static class TwistDistributionTooltips { public const string GlobalWeight = "The global weight of the twist joints."; public const string SegmentStart = "The start transform on the opposite side of the twist source (like an elbow)."; public const string SegmentEnd = "The target transform containing the twist (like a wrist)."; public const string SegmentEndUpTransform = "Optional. Assign a different transform to be used for the Segment End up vector."; public const string TwistJoints = "The list of twist joints to affect by the source transform's rotation."; public const string TwistForwardAxis = "The forward axis for the twist joints, one that points along the twist axis toward segment end."; public const string TwistUpAxis = "The up axis for the twist joints, one that matches the segment end up axis."; public static class TwistJointTooltips { public const string Joint = "The twist joint transform."; public const string Weight = "The weight of the source transform's rotation on the twist joint."; } } public static class ScriptEffectToggleTooltips { public const string ComponentToToggle = "The component to be toggled."; public const string TextToUpdate = "The text component to be updated when the component is toggled."; public const string FeatureString = "The feature text."; } public static class SceneSelectIconTooltips { public static class IconPositionInformation { public const string ButtonTransform = "Button transform."; public const string SceneName = "Scene name to check for."; } public const string IconInformationArray = "Icon positions array."; public const string IconTransform = "Icon transform to affect."; } public static class ButtonToggleIconTooltips { public const string OutlineObject = "Outline object that indicates toggle state."; public const string SelectColor = "Select color."; public const string DeselectColor = "Deselected color."; } public static class HipPinningNotificationTooltips { public const string HipPinningLogic = "The hip pinning logic component."; public const string DisplayTime = "The amount of time that this notification should be enabled for."; } public static class DeformationDataTooltips { public const string DeformationBodyType = "The deformation body type for the character."; public const string CustomSkeleton = "The OVRCustomSkeleton component for the character."; public const string Animator = "The animator component."; public const string SpineTranslationCorrectionType = "The type of spine translation correction that should be applied."; public const string SpineAlignmentWeight = "The weight for the spine alignment."; public const string ChestAlignmentWeight = "The weight for the chest alignment."; public const string ShouldersHeightReductionWeight = "The weight for the shoulders height reduction."; public const string ShouldersWidthReductionWeight = "The weight for the shoulders width reduction."; public const string AffectArmsBySpineCorrection = "True if arms should be affected by spine correction."; public const string LeftShoulderWeight = "The weight for the deformation on the left shoulder."; public const string RightShoulderWeight = "The weight for the deformation on the right shoulder."; public const string LeftArmWeight = "The weight for the deformation on the left arm."; public const string RightArmWeight = "The weight for the deformation on the right arm."; public const string LeftHandWeight = "The weight for the deformation on the left hand."; public const string RightHandWeight = "The weight for the deformation on the right hand."; public const string SquashLimit = "Prevents character from squashing too much. " + "WARNING: reducing this reduces perceived body tracking accuracy."; public const string StretchLimit = "Prevents character from stretching too much. " + "WARNING: reducing this reduces perceived body tracking accuracy."; public const string AlignLeftLegWeight = "The weight for the alignment on the left leg."; public const string AlignRightLegWeight = "The weight for the alignment on the right leg."; public const string LeftToesWeight = "The weight for the deformation on the left toe."; public const string RightToesWeight = "The weight for the deformation on the right toe."; public const string AlignFeetWeight = "Weight used for feet alignment."; public const string OriginalSpinePositionsWeight = "Attempts to match the original spine positions. WARNING: " + " increasing this value might cause inaccuracy wrt to body tracking."; public const string ArmLengthMultiplier = "Allows stretching arms. WARNING:" + "increasing this value might cause inaccuracy wrt to body tracking."; public const string OriginalSpineBoneCount = "Number of spine bones to fix when matching the original spine."; public const string OriginalSpineUseHipsToHeadToScale = "When using the original spine bone positions to influence " + "the current ones, scale them based on the current hips to head."; public const string OriginalSpineFixRotations = "Allows rotation correction when using the original spine bone " + "positions."; public const string HipsToHeadBones = "Array of transform bones from hips to head."; public const string HipsToHeadBoneTargets = "Array of transform bone targets from hips to head."; public const string FeetToToesBoneTargets = "Array of transform bone targets from feet to toes."; public const string LeftArmData = "Left arm data."; public const string RightArmData = "Right arm data."; public const string LeftLegData = "Left leg data."; public const string RightLegData = "Right leg data."; public const string BonePairData = "All bone pair data."; public const string BoneAdjustmentData = "All bone adjustment data."; public const string StartingScale = "Starting scale of character."; public const string HipsToHeadDistance = "Distances between head and hips."; public const string HipsToFootDistance = "Distances between hips and feet."; } public static class FullBodyDeformationConstraintToolTips { public const string CalculateBoneData = "Allows calculating bone data via a button."; } public static class HipPinningDataTooltips { public const string Skeleton = "The OVR Skeleton component."; public const string Animator = "Animator component."; public const string HipPinningTargets = "The list of hip pinning targets in the scene."; public const string HipPinningHeightAdjustment = "If true, hip pinning will adjust the height of the seat to match the tracked position."; public const string HipPinningLeave = "If true, hip pinning will be disabled when the character leaves a certain range."; public const string HipPinningLeaveRange = "The range from the hip pinning target before hip pinning is disabled."; } public static class CaptureAnimationDataTooltips { public const string ConstraintAnimator = "The animator used by the constraint."; public const string TargetAnimatorLayer = "The target animator layer to capture animations on."; public const string ReferencePoseTime = "The normalized time from which the reference pose should be captured from."; public const string ReferencePose = "The bone data for the reference pose."; public const string CurrentPose = "The bone data for the current pose."; } public static class PlaybackAnimationDataTooltips { public const string AnimationPlaybackType = "The animation playback type."; public const string SourceConstraint = "The capture animation constraint to source animation data from."; public const string AvatarMask = "The avatar mask for masking the animation."; public const string AffectPositions = "Affect positions via the animation."; public const string AffectRotations = "Affect rotations via the animation."; public const string BonesArrayMask = "Bones to mask by array."; public const string FixedHipsPosition = "Allows setting hips to a fixed position."; public const string FixedHipsRotation = "Allows setting hips to a fixed rotation."; public const string UsedFixedHipsPose = "Used fixed hips pose or not."; public const string AffectHipsPositionY = "Affect hips position Y value."; public const string AffectHipsRotationX = "Affect hips rotation X value."; public const string AffectHipsRotationY = "Affect hips rotation Y value."; public const string AffectHipsRotationZ = "Affect hips rotation Z value."; } public static class AnimationRigSetupTooltips { public const string Skeleton = "Skeletal component of character."; public const string Animator = "Animator component of character."; public const string RigBuilder = "Rig builder on character supporting Animation rigging."; public const string OVRSkeletonConstraints = "IOVRSkeletonConstraint-based components."; public const string RebindAnimator = "If true, rebind the animator upon a skeletal change."; public const string ReEnableRig = "If true, disable then re-enable the rig upon a skeletal change."; public const string RigToggleOnFocus = "If true, disable then re-enable the rig upon a focus change."; public const string RetargetingLayer = "Retargeting layer component to get data from."; public const string CheckSkeletalUpdatesByProxy = "Use proxy transforms to check skeletal changes. " + "Proxy transforms can be used in case the original " + "skeleton updates too much."; } public static class HipPinningConstraintCalibrationTooltips { public const string MainHipPinningTargetRenderer = "The game object that contains the mesh renderers for the main hip pinning target."; public const string MirrorHipPinningTargetRenderer = "The game object that contains the mesh renderers for the mirrored hip pinning target."; public const string HipPinningConstraints = "The hip pinning constraints."; public const string MainCharacterRenderer = "The game object that contains the mesh renderers for the main character."; public const string MirroredCharacterRenderer = "The game object that contains the mesh renderers for the main character."; public const string Skeleton = "The skeletal tracking data provider for the interface character."; public const string CalibrateMenu = "The game object that contains the renderers for this calibration menu."; } public static class HipPinningConstraintNotificationTooltips { public const string HipPinningConstraint = "The hip pinning constraint."; public const string DisplayTime = "The amount of time that this notification should be enabled for."; } public static class GroundingDataTooltips { public const string Skeleton = "The OVR Skeleton component for the character."; public const string Animator = "The Animator component for the character."; public const string Pair = "Optional. The other leg's grounding constraint, used to check if this leg can move."; public const string GroundingLayers = "The layers that the raycast will check against for grounding."; public const string GroundRaycastDist = "The maximum distance that the raycast will go when checking for grounding."; public const string GroundOffset = "The height offset from the grounded floor to be applied to the foot."; public const string HipsTarget = "The hips target transform."; public const string KneeTarget = "The knee target for the leg."; public const string FootTarget = "The foot target for the leg."; public const string Leg = "The leg transform."; public const string Foot = "The foot transform."; public const string Hips = "The hips transform."; public const string FootRotationOffset = "The initial rotation offset for the feet."; public const string StepCurve = "The animation curve for evaluating the step height value."; public const string StepDist = "The distance before the step is triggered."; public const string StepSpeed = "The speed of the step for the foot."; public const string StepHeight = "The height of the step taken."; public const string StepHeightScaleDist = "The maximum distance for the step height to not be scaled."; public const string MoveLowerThreshold = "The lower bound of the move progress before the other foot can take a step."; public const string MoveHigherThreshold = "The upper bound of the move progress before the other foot can take a step."; } public static class TwistDistributionDataTooltips { public const string Skeleton = "The OVR Skeleton component for the character."; public const string Animator = "The Animator component for the character."; public const string SegmentStart = "The start transform on the opposite side of the twist source (like an elbow)."; public const string SegmentUp = "Optional. Assign a different transform to be used for the Segment End up vector."; public const string SegmentEnd = "The target transform containing the twist (like a wrist)."; public const string TwistNodes = "The list of twist nodes to affect by the source transform's rotation."; public const string TwistForwardAxis = "The forward axis for the twist joints, one that points along the twist axis toward segment end."; public const string TwistUpAxis = "The up axis for the twist joints, one that matches the segment end up axis."; public const string InvertForwardAxis = "If true, invert the forward axis."; public const string InvertUpAxis = "If true, invert the up axis."; } public static class CopyPoseDataTooltips { public const string Animator = "The Animator component for the character."; public const string CopyPoseToOriginal = "True if the pose being copied is the original pose. If false, the copied pose " + "is assumed to be the final pose."; public const string RetargetingLayer = "Retargeting layer component to get data from."; } public static class RetargetingConstraintDataTooltips { public const string RetargetingLayer = "Retargeting layer component to get data from."; public const string AllowDynamicAdjustmentsRuntime = "Allow dynamic adjustments at runtime. Editor-only."; public const string AvatarMask = "Avatar mask to restrict retargeting. While the humanoid retargeter " + "class has similar fields, this one is easier to use."; public const string SourceTransforms = "Source transforms used for retargeting."; public const string TargetTransforms = "Target transforms affected by retargeting."; public const string ShouldUpdatePositions = "Indicates if target transform's position should be updated. " + "Once a position is updated, the original position will be lost."; public const string ShouldUpdateRotations = "Indicates if target transform's rotation should be updated. " + "Once a rotation is updated, the original rotation will be lost."; public const string RotationOffsets = "Rotation offset to be applied during retargeting."; public const string RotationAdjustments = "Optional rotational adjustment to be applied during retargeting."; } public static class RetargetingLayerTooltips { public const string CorrectPositionsLateUpdate = "Allows correcting positions in LateUpdate for accuracy."; public const string LeftHandCorrectionWeightLateUpdate = "Allow correcting rotations in LateUpdate. This can produce more " + "accurate hands, for instance."; public const string RightHandCorrectionWeightLateUpdate = "Allow correcting rotations in LateUpdate. This can produce more " + "accurate hands, for instance."; public const string ShoulderCorrectionWeightLateUpdate = "Allow correcting shoulder transforms in LateUpdate. This can produce more " + "accurate shoulders, for instance."; public const string HandIKType = "The type of IK that should be applied to modify the arm bones toward the " + "correct hand target."; public const string UseWorldHandPosition = "If true, use the world hand position for placing the hand instead of the scaled position."; public const string UseCustomHandTargetPosition = "If true, use the custom hand target position for the target position."; public const string UseSecondaryBoneId = "If true, use the secondary bone position before solving for the target position."; public const string CustomHandTargetPosition = "The custom hand target position."; public const string MaxHandStretch = "The maximum stretch for the hand to reach the target position that is allowed."; public const string MaxShoulderStretch = "The maximum stretch for the shoulder to help the hand reach the target position that is allowed."; public const string IKTolerance = "The maximum distance between the resulting position and target position that is allowed."; public const string IKIterations = "The maximum number of iterations allowed for the IK algorithm.."; public const string ApplyAnimationConstraintsToCorrectedPositions = "Apply position offsets done by animation rigging constraints for corrected " + "positions. Due to the limited motion of humanoid avatars, this should be set if any " + "animation rigging constraints are applied after the retargeting job runs."; public const string EnableTrackingByProxy = "Create proxy transforms that track the skeletal bones. If the " + "skeletal bone transforms change, that won't necessitate creating new " + "proxy transforms in most cases."; public const string RetargetingAnimationConstraint = "Related retargeting constraint."; public const string RetargetingProcessors = "List of retargeting processors, which run in late update after retargeting and animation rigging."; public const string RetargetingAnimationRig = "Retargeting animation rig to be updated based on body tracking."; public const string ExternalBoneTargets = "External bone targets to be updated based on body tracking."; public const string RetargetedBoneMappings = "Retargeted bone mappings to be updated based on valid bones in the humanoid."; public const string CustomBindPose = "The custom bind pose that can be used to modify the current bind pose."; public const string FingerPositionCorrectionWeight = "Finger position correction weight."; public const string RegenJobData = "Regenerate job data."; public const string ProcessorType = "Whether to use jobs or not."; } public static class LateMirroredObjectTooltips { public static class MirroredTransformPairTooltips { public const string OriginalTransform = "The original transform."; public const string MirroredTransform = "The mirrored transform."; } public const string TransformToCopy = "The transform which transform values are being mirrored from."; public const string MyTransform = "The target transform which transform values are being mirrored to."; public const string MirroredTransformPairs = "The array of mirrored transform pairs."; public const string MirrorScale = "Mirror scale."; } public static class LateMirroredSkeletonTooltips { public static class MirroredBonePairTooltips { public const string ShouldBeReparented = "If true, this mirrored bone should be reparented to match the original bone."; public const string OriginalBone = "The original transform."; public const string MirroredBone = "The mirrored transform."; } public const string SkeletonToCopy = "The skeleton which transform values are being mirrored from."; public const string MySkeleton = "The target skeleton which transform values are being mirrored to."; public const string MirroredBonePairs = "The array of mirrored bone pairs."; } public static class RetargetedBoneTargetsTooltips { public static class RetargetedBoneTargetTooltips { public const string HumanBodyBone = "The human body bone representation of this bone."; public const string Target = "The target transform to update with the retargeted bone data."; public const string PositionOffset = "The position offset from the target transform."; } public const string RetargetedBoneTargets = "The array of retargeted bone targets."; } public static class RetargetingMenuTooltips { public const string CharacterToSpawn = "Main character prefab to spawn."; public const string SpawnParent = "Parent to spawn under."; public const string SpawnOffset = "Offset per spawn."; public const string RestPoseObject = "The rest pose humanoid object."; public const string RestTPoseObject = "The rest T-pose humanoid object."; public const string TPoseMask = "Positions to correct mask, intended to set certain joints of " + "animation rigged characters to T-Pose during retargeting."; } public static class AnimatorBoneVisualizerTooltips { public const string AnimatorComp = "Animator component to visualize bones for."; } public static class OVRSkeletonBoneVisualizerTooltips { public const string OVRSkeletonComp = "OVRSkeleton component to visualize bones for."; public const string VisualizeBindPose = "Whether to visualize bind pose or not."; } public static class BoneVisualizerTooltips { public const string WhenToRender = "When to render this skeleton during the Unity gameloop."; public const string VisualizationGuideType = "The type of guide used to visualize bones."; public const string MaskToVisualize = "Mask to use for visualization."; public const string BoneVisualData = "Bone collection to use for visualization."; public const string LineRendererPrefab = "Line renderer to use for visualization."; public const string AxisRendererPrefab = "Axis renderer to use for visualization."; public const string VisualType = "Indicates what kind of visual is desired."; } public static class BlendHandConstraintsTooltips { public const string Constraints = "Constraints to control the weight of."; public const string RetargetingLayer = "The character's retargeting layer."; public const string BoneIdToTest = "Bone ID, usually the wrist. Can be modified depending " + "on the skeleton used."; public const string HeadTransform = "Head transform to do distance checks against."; public const string AutoAddTo = "MonoBehaviour to add to."; public const string ConstraintsMinDistance = "Distance where constraints are set to 1.0."; public const string ConstraintsMaxDistance = "Distance where constraints are set to 0.0."; public const string BlendMultiplier = "Multiplier that influences weight interpolation based on distance."; public const string MaxWeight = "Max constraint weight."; } public static class CustomAnimToggleTooltips { public const string AnimClip = "Animation clip to play."; public const string CustomMask = "Mask to apply."; public const string RetargetingConstraints = "Retargeting constraints to fix based on animation state."; public const string Animators = "Animators to control."; public const string CustomAnimEnabled = "True if animation is enabled, false is not."; public const string WorldText = "Text to update to based on animation state."; public const string AnimParamName = "Animator parameter name."; } public static class SkeletonHandAdjustmentTooltips { public const string Hand = "ISDK Hand source. Can be Synthetic hand. First hand in list that is active and enabled is used."; public const string CameraRig = "Should be the OVRCameraRig, which ISDK hands will offset to follow"; public const string HandsAreOffset = "If the camera rig moves but the body is stationary, this should be true.\n" + "If the camera rig and body move together, this can stay false."; } public static class ActivateToggleTooltips { public const string Index = "Which state is set from state list"; public const string WrapIndex = "Whether or not Next/Prev will wrap back around after the limit"; public const string States = "The list of triggerable states"; public const string OnSetNameChange = "When the Index changes, these callbacks will be called with the name of the triggered state"; public const string Set_Name = "Name of this state"; public const string Set_Ignored = "If true, this state will be ignored by Prev() and Next() methods"; public const string Set_ObjectsToActivate = "Objects that will activate and deactivate with this state"; } public static class TransformsFollowTooltips { public const string FollowingTransforms = "Other Transforms that will follow this Transform"; } public static class AnimationConstraintMaskerTooltips { public const string Mask = "Section of body where body tracking continues animating while activity triggers"; public const string ActivityExitTime = "Seconds of inactivity till entire animator follows body tracking again"; public const string Animator = "The body being animated"; public const string ConstraintsToDeactivate = "Partial names of constraints to deactivate when animation masking is active. For" + "example, {\"_Leg\"} will disable all rig constraints with \"_Leg\" in the name."; } public static class AnimationConstraintBlenderTooltips { public const string ActivityExitTime = "Seconds of inactivity till entire animator follows body tracking again."; public const string Animator = "The body being animated."; public const string ConstraintsToDeactivate = "Constraints to deactivate when animation is active."; public const string ConstraintsToBlend = "Constraints to blend when animation is active."; } public static class AnimatorHooksTooltips { public const string AutoAssignAnimatorsFromChildren = "If true, Animators field will be dynamically set"; public const string Animators = "Animators who should receive signals to animate"; public const string MaxInputAcceleration = "Max input acceleration."; } public static class JumpingRigidbodyTooltips { public const string Rigidbody = "Should reference the main Rigidbody of the character controller"; public const string TargetJumpHeight = "How many units high the character controller should jump"; public const string CanOnlyJumpOnGround = "Prevents jump impulse if the character controller is not grounded"; public const string JumpEvents = "Callbacks to trigger at certain stages of jumping"; public const string FloorLayerMask = "These collision layers will be checked for collision as valid ground to jump from"; } public static class MovementSDKLocomotionTooltips { public const string Rigidbody = "Should reference the main Rigidbody of the character controller"; public const string Collider = "The Collider that counts as this character's feet"; public const string EnableMovement = "Joystick will move forward and backward, as well as strafe left and right at Speed"; public const string EnableRotation = "Joystick will turn according to RotationAngle"; public const string ScaleInputByActualVelocity = "If Input given to input events reflects obstacles hampering velocity"; public const string RotationAngle = "Default snap turn amount."; public const string RotationPerSecond = "Default turn speed, when rotating smoothly"; public const string Speed = "How quickly the controller will move with fully extended joystick"; public const string CameraRig = "The Camera Rig"; public const string MovementEvents = "Callbacks to trigger on certain movement input events"; } public static class ReappearAfterFallTooltips { public const string Rigidbody = "Should reference the main Rigidbody of the character controller"; public const string MinimumY = "When _rigidbody.transform.position.y is lower than this value, restart it"; } public static class SphereColliderFollowerTooltips { public const string Collider = "Which sphere is being followed by this graphic?"; } public static class SphereColliderStaysBelowHipsTooltips { public const string Collider = "The sphere collider at the foot of the body tracked user"; public const string CharacterRoot = "Root of the character object, which has specially named body tracked bones as children somewhere in it's hierarchy"; public const string TrackedHipTransform = "Transform that move when the player moves in real life."; public const string TrackingToes = "Transforms belonging to feet, at the ground, that move when the animated character moves."; public const string ColliderFollowsToes = "If true, the sphere collider will be influenced by the y-position of toes"; public const string FloorLayerMask = "Collision layers to avoid merging foot collision area into (due to animation or body tracking)"; public const string ExpectedBodyCapsule = "Capsule volume where the body is expected, should be a trigger"; } public static class ActivatableStateSetTooltips { public const string Set = "Set of activatable states"; public const string Index = "Index of current activatable state"; public const string MinimumActivationDuration = "Minimum number of seconds a state can count as active. Exit time."; public const string OnTimerChange = "Callback to notify as the activation timeout timer advances"; } public static class OVRInputBindingTooltips { public const string ButtonBindings = "Button state listeners"; public const string JoystickBindings = "Joysticks state listeners"; public const string OnUpdate = "Check input bindings on Update"; public const string OnFixedUpdate = "Check input bindings on FixedUpdate"; } public static class UnityInputBindingTooltips { public const string ButtonJump = "Triggered by Input.GetButton(\"Jump\")"; public const string AxisHorizontalVertical = "Triggered by Input.GetAxis() \"Hoizontal\" and \"Vertical\""; public const string KeyBindings = "Key bindings listening to Input.GetKey(KeyCode)"; } public static class ReorderInHierarchyTooltips { public const string HowToReorder = "How to reorder this transform in the hierarchy"; public const string Target = "Which object to reorder in relation to"; } public static class OVRBodyTrackingStateListenerTooltips { public const string StateListeners = "Body tracking state listeners"; public const string MaxWaitTimeForBodyTracking = "How many seconds before body tracking times out and is considered disconnected"; } public static class ToggleConstraintsSkeletonStateTooltips { public const string Constraints = "Constraints to control the weight of."; public const string Skeleton = "The skeleton object that needs to be tracked."; } public static class BodyTrackingFidelityToggleTooltips { public const string CurrentFidelity = "The current fidelity set."; public const string WorldText = "The text to update after body tracking fidelity is changed."; } public static class SuggestBodyTrackingCalibrationButtonTooltips { public const string WorldText = "The text to modify once height is modified."; public const string Height = "The height to set in meters."; public const string CalibrateOnStartup = "Allows calibration on startup."; } public static class BlendHandConstraintsFullBodyTooltips { public const string Constraints = "Constraints to control the weight of."; public const string RetargetingLayer = "The character's retargeting layer."; public const string BoneIdToTest = "Bone ID, usually the wrist. Can be modified depending " + "on the skeleton used."; public const string HeadTransform = "Head transform to do distance checks against."; public const string AutoAddTo = "MonoBehaviour to add to."; public const string ConstraintsMinDistance = "Distance where constraints are set to 1.0."; public const string ConstraintsMaxDistance = "Distance where constraints are set to 0.0."; public const string BlendCurve = "Multiplier that influences weight interpolation based on distance."; public const string MaxWeight = "Max constraint weight."; } public static class RestPoseObjectHumanoidTooltips { public const string BonePoseDataArray = "A flat array containing all bone pose data."; } public static class RetargetingBlendHandProcessorTooltips { public const string MinDistance = "Distance where weight is set to 1.0."; public const string MaxDistance = "Distance where weight is set to 0.0."; public const string BlendCurve = "Multiplier that influences weight interpolation based on distance."; public const string FullBodySecondBoneIdToTest = "(Full Body) Secondary Bone ID, usually the lower arm. " + "This is the target bone that the upper arm will pre-rotate to for a more accurate IK solve. " + "Can be modified depending on the skeleton used."; public const string FullBodyBoneIdToTest = "(Full Body) Bone ID, usually the wrist. Can be modified depending on the skeleton used."; public const string BoneIdToTest = "Bone ID, usually the wrist. Can be modified depending on the skeleton used."; public const string IsFullBody = "Specifies if this is full body or not."; public const string HeadView = "The type of head that should be used to blend hands."; } public static class RetargetingProcessorCorrectHandTooltips { public static class SyncOvrControllersAndHandsSettingsTooltips { public const string SyncOvrOption = "Specifies how hand target data should be synced with the OVRControllers and OVRHands data."; public const string OvrHandControllerPositionOffset = "The offset to get the hand position from the OVR controller root position. \n" + "This offset value is taken from Interaction SDK."; public const string OvrHandControllerOrientationOffset = "The offset to get the hand rotation from the OVR controller root rotation. \n" + "This offset value is taken from Interaction SDK."; public const string MirrorHandControllerOffsets = "True if the hand controller offsets should be mirrored for the left hand."; } public const string BlendHandWeight = "The weight of the hand blending."; public const string HandIKWeight = "The weight of the hand blending."; public const string ArmChainBones = "The weight of the hand blending."; public const string SyncOvrControllersAndHandsSettings = "Settings for syncing with OVRControllers and OVRHands."; public const string LeftHandProcessor = "Left hand processor."; public const string RightHandProcessor = "Right hand processor."; } public static class ExternalBoneTargetsTooltips { public static class BoneTargetTooltips { public const string BoneId = "The OVRSkeleton.BoneId that must be tracked."; public const string HumanBodyBone = "The human body bone representation of this bone."; public const string Target = "The target transform to update with body tracking bone data."; } public const string BoneTargets = "The array of bone targets."; public const string IsFullBody = "Is it full body (or not)."; public const string Enabled = "Enables or disables functionality."; } public static class RetargetedBoneMappingsTooltips { public const string HumanBodyBonePairs = "HumanBodyBone pairs for this humanoid."; public const string HumanBodyBoneToBoneId = "HumanBodyBone to BodyJointId mapping for this humanoid."; } public static class TargetOffsetCorrectionTooltips { public const string RigBuilder = "Rig builder of character."; public const string AnkleBone = "Ankle bone."; public const string TipBone = "Foot tip bone."; public const string GroundingConstraint = "Foot grounding constraint."; } public static class VisemeDriverTooltips { public const string OvrFaceExpression = "OvrFaceExpression component in the scene."; public const string VisemeMapping = "The mapping between the blendshapes and the FaceViseme."; public const string Mesh = "The mesh with viseme-compatible blendshapes."; } }