HvrActor

This component acts most like Unity’s built in Mesh Filter component. Where instead of a mesh, it takes as input a folder from the Unity Project which contains .hvr frames.

How to Create

  1. Right click in Unity Scene Hierarchy
  2. Select ‘8i/Create HVR Actor’

Parameters

Data
Slot which a folder containing .hvr frames can be dragged to from the Project.
Asset

Render Method The rendering method the HvrActor’s HvrAsset will render with.

Options
  • Point Blend
    • Renders the actor with smooth points which soften the look of the actor
  • Point Sprite
    • Renders the actor with hard edges.
    • Renders faster than PointBlend
Renderer

Render Method The rendering method the actor will use to draw into the scene.

Options
  • Standard
    • Supports per-actor colour grading
    • Supports custom shaders
  • Direct
    • Faster than ‘Standard’
    • Does not support colour grading
    • Does not support custom shaders

Note

This setting will be overridden if the rendering camera’s HvrRender component is not set to ‘Standard’.

Material
The material the HvrActor will render with if using the ‘Standard’ RenderMethod.
Receive Shadows
Whether the HvrActor will receive shadows when used alongside the HvrShadowRender component. This feature is still in preview and is not recommended for production use. Enabled by default.
Cast Shadows
Whether the HvrActor will cast shadows when used alongside the HvrShadowRender component. This feature is still in preview and is not recommended for production use. Enabled by default.

Occlusion Culling

Whether when rendering the HvrActor the HvrRender should use Unity’s Occlusion Culling system to check whether the object is visible. A wireframe sphere will be drawn in the Editor SceneView to show the size and location of the bounding sphere which is used to check the visibility of the HvrActor.

Options
  • Occlusion Radius Offset
    • Allows you to offset the size of the bounding sphere radius.