VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.movement/Runtime/Tracking/Scripts/Tooltips.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

2036 lines
71 KiB
C#

// 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.";
}
}