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VRDevice.cs
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42 lines (37 loc) · 1.54 KB
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// Decompiled with JetBrains decompiler
// Type: UnityEngine.VR.VRDevice
// Assembly: UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: A8FF7A2C-E4EE-4232-AB17-3FCABEC16496
// Assembly location: C:\Users\Blake\sandbox\unity\test-project\Library\UnityAssemblies\UnityEngine.dll
using System;
using System.Runtime.CompilerServices;
namespace UnityEngine.VR
{
/// <summary>
/// <para>Contains all functionality related to a VR device.</para>
/// </summary>
public sealed class VRDevice
{
/// <summary>
/// <para>Successfully detected a VR device in working order.</para>
/// </summary>
public static extern bool isPresent { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; }
/// <summary>
/// <para>The name of the family of the loaded VR device.</para>
/// </summary>
public static extern string family { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; }
/// <summary>
/// <para>Specific model of loaded VR device.</para>
/// </summary>
public static extern string model { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; }
/// <summary>
/// <para>Native pointer to the VR device structure, if available.</para>
/// </summary>
/// <returns>
/// <para>Native pointer to VR device if available, else 0.</para>
/// </returns>
[WrapperlessIcall]
[MethodImpl(MethodImplOptions.InternalCall)]
public static extern IntPtr GetNativePtr();
}
}