{"__v":0,"_id":"58796781cd4a9c37007c9721","category":{"version":"58796781cd4a9c37007c96ef","project":"571fa55ca0acd42000af9545","_id":"58796781cd4a9c37007c96f8","__v":0,"sync":{"url":"","isSync":false},"reference":false,"createdAt":"2017-01-01T16:58:11.374Z","from_sync":false,"order":10,"slug":"presence","title":"Presence"},"parentDoc":null,"project":"571fa55ca0acd42000af9545","user":"571fa519db52d01700f5cf3d","version":{"__v":4,"_id":"58796781cd4a9c37007c96ef","project":"571fa55ca0acd42000af9545","createdAt":"2017-01-13T23:49:21.393Z","releaseDate":"2017-01-13T23:49:21.393Z","categories":["58796781cd4a9c37007c96f0","58796781cd4a9c37007c96f1","58796781cd4a9c37007c96f2","58796781cd4a9c37007c96f3","58796781cd4a9c37007c96f4","58796781cd4a9c37007c96f5","58796781cd4a9c37007c96f6","58796781cd4a9c37007c96f7","58796781cd4a9c37007c96f8","58796781cd4a9c37007c96f9","58796781cd4a9c37007c96fa","58796781cd4a9c37007c96fb","58796781cd4a9c37007c96fc","58796781cd4a9c37007c96fd","58796781cd4a9c37007c96fe","58796781cd4a9c37007c96ff","58796781cd4a9c37007c9700","58b157ca1756cf370022f90d","58b1596f5dae732f00adeca2","58b1605a5dae732f00adecb1"],"is_deprecated":false,"is_hidden":false,"is_beta":false,"is_stable":true,"codename":"Mukota","version_clean":"3.1.0","version":"3.1.0"},"updates":[],"next":{"pages":[],"description":""},"createdAt":"2017-01-01T16:58:27.193Z","link_external":false,"link_url":"","githubsync":"","sync_unique":"","hidden":false,"api":{"results":{"codes":[]},"settings":"","auth":"required","params":[],"url":""},"isReference":false,"order":1,"body":"## Overview\n\nThe purpose of the Headset Collision is to detect when the user's VR headset collides with another game object.\n\nThe Headset Collision script will automatically create a script on the headset to deal with the collision events.\n\n## Inspector Parameters\n\n * **Collider Radius:** The radius of the auto generated sphere collider for detecting collisions on the headset.\n * **Target List Policy:** A specified VRTK_PolicyList to use to determine whether any objects will be acted upon by the Headset Collision.\n\n## Class Variables\n\n * `public bool headsetColliding` - Determines if the headset is currently colliding with another object. Default: `false`\n * `public Collider collidingWith` - Stores the collider of what the headset is colliding with. Default: `null`\n\n## Class Events\n\n * `HeadsetCollisionDetect` - Emitted when the user's headset collides with another game object.\n * `HeadsetCollisionEnded` - Emitted when the user's headset stops colliding with a game object.\n\n## Unity Events\n\nAdding the `VRTK_HeadsetCollision_UnityEvents` component to `VRTK_HeadsetCollision` object allows access to `UnityEvents` that will react identically to the Class Events.\n\n * `OnHeadsetCollisionDetect` - Emits the HeadsetCollisionDetect class event.\n * `OnHeadsetCollisionEnded` - Emits the HeadsetCollisionEnded class event.\n\n## Event Payload\n\n * `Collider collider` - The Collider of the game object the headset has collided with.\n * `Transform currentTransform` - The current Transform of the object that the Headset Collision Fade script is attached to (Camera).\n\n## Class Methods\n\n### IsColliding/0\n\n  > `public virtual bool IsColliding()`\n\n  * Parameters\n   * _none_\n  * Returns\n   * `bool` - Returns true if the headset is currently colliding with a valid game object.\n\nThe IsColliding method is used to determine if the headset is currently colliding with a valid game object and returns true if it is and false if it is not colliding with anything or an invalid game object.\n\n## Example\n\n`VRTK/Examples/011_Camera_HeadSetCollisionFading` has collidable walls around the play area and if the user puts their head into any of the walls then the headset will fade to black.","excerpt":"","slug":"vrtk_headsetcollision","type":"basic","title":"VRTK_HeadsetCollision"}

VRTK_HeadsetCollision


## Overview The purpose of the Headset Collision is to detect when the user's VR headset collides with another game object. The Headset Collision script will automatically create a script on the headset to deal with the collision events. ## Inspector Parameters * **Collider Radius:** The radius of the auto generated sphere collider for detecting collisions on the headset. * **Target List Policy:** A specified VRTK_PolicyList to use to determine whether any objects will be acted upon by the Headset Collision. ## Class Variables * `public bool headsetColliding` - Determines if the headset is currently colliding with another object. Default: `false` * `public Collider collidingWith` - Stores the collider of what the headset is colliding with. Default: `null` ## Class Events * `HeadsetCollisionDetect` - Emitted when the user's headset collides with another game object. * `HeadsetCollisionEnded` - Emitted when the user's headset stops colliding with a game object. ## Unity Events Adding the `VRTK_HeadsetCollision_UnityEvents` component to `VRTK_HeadsetCollision` object allows access to `UnityEvents` that will react identically to the Class Events. * `OnHeadsetCollisionDetect` - Emits the HeadsetCollisionDetect class event. * `OnHeadsetCollisionEnded` - Emits the HeadsetCollisionEnded class event. ## Event Payload * `Collider collider` - The Collider of the game object the headset has collided with. * `Transform currentTransform` - The current Transform of the object that the Headset Collision Fade script is attached to (Camera). ## Class Methods ### IsColliding/0 > `public virtual bool IsColliding()` * Parameters * _none_ * Returns * `bool` - Returns true if the headset is currently colliding with a valid game object. The IsColliding method is used to determine if the headset is currently colliding with a valid game object and returns true if it is and false if it is not colliding with anything or an invalid game object. ## Example `VRTK/Examples/011_Camera_HeadSetCollisionFading` has collidable walls around the play area and if the user puts their head into any of the walls then the headset will fade to black.