ConstantViewSize Class
Definition
Important
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ConstantViewSize solver scales to maintain a constant size relative to the view (currently tied to the Camera)
public ref class ConstantViewSize : Microsoft::MixedReality::Toolkit::Utilities::Solvers::Solver
[UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/ConstantViewSize")]
public class ConstantViewSize : Microsoft.MixedReality.Toolkit.Utilities.Solvers.Solver
[<UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/ConstantViewSize")>]
type ConstantViewSize = class
inherit Solver
Public Class ConstantViewSize
Inherits Solver
 Inheritance
 Attributes

UnityEngine.AddComponentMenuAttribute
Constructors
ConstantViewSize() 
Fields
SolverHandler 
The handler reference for this solver that's attached to this GameObject (Inherited from Solver) 
Properties
CurrentDistancePercent 
0 to 1 between MinDistance and MaxDistance. If current is less than max, object is potentially on a surface [or some other condition like interpolating] (since it may still be on surface, but scale percent may be clamped at max). This value is subject to inaccuracies due to smoothing/interpolation/momentum. 
CurrentScalePercent 
0 to 1 between MinScale and MaxScale. If current is less than max, then scaling is being applied. This value is subject to inaccuracies due to smoothing/interpolation/momentum. 
FovScale 
Returns the scale to be applied based on the FOV. This scale will be multiplied by distance as part of the final scale calculation, so this is the ratio of vertical fov to distance. 
GoalPosition 
The final position to be attained (Inherited from Solver) 
GoalRotation 
The final rotation to be attained (Inherited from Solver) 
GoalScale 
The final scale to be attained (Inherited from Solver) 
ManualObjectSize 
Overrides auto size calculation with provided manual size. If 0, solver calculates size 
MaxDistance 
If the object is farther than MaxDistance, the distance used is clamped here 
MaxScale 
Maximum scale value possible (world space scale) 
MinDistance 
If the object is closer than MinDistance, the distance used is clamped here 
MinScale 
Minimum scale value possible (world space scale) 
MoveLerpTime 
If 0, the position will update immediately. Otherwise, the greater this attribute the slower the position updates (Inherited from Solver) 
RotateLerpTime 
If 0, the rotation will update immediately. Otherwise, the greater this attribute the slower the rotation updates")] (Inherited from Solver) 
ScaleBuffer 
Used for dead zone for scaling 
ScaleLerpTime 
If 0, the scale will update immediately. Otherwise, the greater this attribute the slower the scale updates (Inherited from Solver) 
ScaleState  
Smoothing 
If true, updates are smoothed to the target. Otherwise, they are snapped to the target (Inherited from Solver) 
TargetViewPercentV 
The object take up this percent vertically in our view (not technically a percent use 0.5 for 50%) 
UpdateLinkedTransform 
If true, the position and orientation will be calculated, but not applied, for other components to use (Inherited from Solver) 
WorkingPosition 
Automatically uses the shared position if the solver is set to use the 'linked transform'. UpdateLinkedTransform may be set to false, and a solver will automatically update the object directly, and not inherit work done by other solvers to the shared position (Inherited from Solver) 
WorkingRotation 
Rotation version of WorkingPosition (Inherited from Solver) 
WorkingScale 
Scale version of WorkingPosition (Inherited from Solver) 
Methods
AddOffset(Vector3) 
Add an offset position to the target goal position. (Inherited from Solver) 
Awake()  (Inherited from Solver) 
OnDestroy()  (Inherited from Solver) 
OnEnable() 
Typically when a solver becomes enabled, it should update its internal state to the system, in case it was disabled far away (Inherited from Solver) 
RecalculateBounds() 
Attempts to calculate the size of the bounds which contains all child renderers for attached GameObject. This information is used in the core solver calculations 
SnapGoalTo(Vector3, Quaternion) 
Obsolete.
SnapGoalTo only sets the goal orientation. Not really useful. (Inherited from Solver) 
SnapGoalTo(Vector3, Quaternion, Vector3) 
SnapGoalTo only sets the goal orientation. Not really useful. (Inherited from Solver) 
SnapTo(Vector3, Quaternion) 
Obsolete.
Snaps the solver to the desired pose. (Inherited from Solver) 
SnapTo(Vector3, Quaternion, Vector3) 
Snaps the solver to the desired pose. (Inherited from Solver) 
SolverUpdate() 
Should be implemented in derived classes, but Solver can be used to flush shared transform to real transform 
SolverUpdateEntry() 
Tracks lifetime of the solver, disabling it when expired, and finally runs the orientation update logic (Inherited from Solver) 
Start()  
UpdateTransformToGoal() 
Updates all object orientations to the goal orientation for this solver, with smoothing accounted for (smoothing may be off) (Inherited from Solver) 
UpdateWorkingPositionToGoal() 
Updates only the working position to goal with smoothing, if enabled (Inherited from Solver) 
UpdateWorkingRotationToGoal() 
Updates only the working rotation to goal with smoothing, if enabled (Inherited from Solver) 
UpdateWorkingScaleToGoal() 
Updates only the working scale to goal with smoothing, if enabled (Inherited from Solver) 
UpdateWorkingToGoal() 
Updates the Working orientation (which may be the object, or the shared orientation) to the goal with smoothing, if enabled (Inherited from Solver) 