Mirrors: Difference between revisions

From VRChat Wiki
(一些简单的更完整的翻译,为中文)
m (Reverted edits by Usr de55c8d6-d3df-449a-8a32-57b7baa47aac (talk) to last revision by DAG-XR)
Tag: Rollback
Line 1: Line 1:
{{Noticebox/Official}}
{{Noticebox/Official}}
{{stub|Resources heading is empty. Proofread according to [[Special:MyLanguage/VRCWiki:Manual of Style|Manual of Style]].}}
{{stub|Resources heading is empty. Proofread according to [[Special:MyLanguage/VRCWiki:Manual of Style|Manual of Style]].}}
[[File:Mirrors.webp|thumb|图例 一些玩家在镜子附近进行社交。]]
[[File:Mirrors.webp||thumb|A group of avatars socializing near a mirror.]]
'''镜子'''是一种反射的表面,可以让玩家查看自己人物的镜像,以及其他玩家以及所处的世界。许多世界都包含镜子,供用户在社交时坐在镜子前,通常被称为“mirror dwelling”。用户还可以在轮盘菜单选择召唤一面只有他们自己才能看到的镜子。
'''Mirrors''' are reflective surfaces that allow users to view a mirrored reflection of their avatar, alongside other users and/or the world they're in. Many worlds contain mirrors intended for users to sit in front of as they socialize, often referred to as "mirror dwelling". Users may also choose to summon a mirror of their own, only visible to them.


==类型==
== Types ==


====世界预制件====
=== World prefab ===
[[Special:MyLanguage/VRChat SDK|VRChat SDK]] 包含一个可直接使用的镜子预制件,可将其拖入场景。此预制件位于以下路径:<br>
The [[Special:MyLanguage/VRChat SDK|VRChat SDK]] contains a prefab for a ready-to-use mirror that can be dragged into a scene. This prefab is found at the following path:<br>
<code>Packages\com.vrchat.worlds\Samples\UdonExampleScene\Prefabs\VRCMirror.prefab</code>
<code>Packages\com.vrchat.worlds\Samples\UdonExampleScene\Prefabs\VRCMirror.prefab</code>


===用户功能===
=== User feature ===


====个人镜子====
==== Personal Mirror ====
个人镜子是一种可以被玩家自己召唤和移动的镜子,只有玩家自己才能看到。
A personal mirror is a type of mirror that can be summoned and moved by a user that can only be viewed by them.


可以通过以下方式打开和调整 [[Special:MyLanguage/Action Menu|Action Menu]] 或者 [[Special:MyLanguage/Main Menu|主菜单]][[Special:MyLanguage/Settings|设置]] 页面。
It can be enabled and configured via the [[Special:MyLanguage/Action Menu|Action Menu]] or the [[Special:MyLanguage/Main Menu|Main Menu]]'s [[Special:MyLanguage/Settings|Settings]] page.


====脸部镜子====
==== Face Mirror ====
脸部镜子是一种可以在屏幕上显示玩家模型的脸部的镜子。 [[HUD]]. 脸部镜子旨在帮助用户了解其虚拟形象的面部表情, 尤其是当通过手势控制时. 与传统镜子不同,脸部镜不会呈现深度。
A face mirror is a type of mirror that displays the face of a user's avatar in their [[HUD]]. Face mirrors are designed to help a user stay aware of their avatar's facial expressions, especially if they're controlled by gestures. Unlike a traditional mirror, the face mirror does not portray depth.


可以通过以下方式打开和调整 [[Special:MyLanguage/Action Menu|Action Menu]] 或者是 [[Special:MyLanguage/Main Menu|主菜单]][[Special:MyLanguage/Settings|设置]] 页面。
It can be enabled and configured via the [[Special:MyLanguage/Action Menu|Action Menu]] or the [[Special:MyLanguage/Main Menu|Main Menu]]'s [[Special:MyLanguage/Settings|Settings]] page.


====校准镜 ====
==== Calibration Mirror ====
校准镜是一种当用户按下“校准 FBT”(全身追踪)按钮时自动激活的镜子。它仅对正在校准的用户可见,校准完成后会消失。校准镜仅显示用户的人物模型、控制器和 FBT 跟踪器模型,可在主菜单的设置中设置。如果在跟踪和 IK 下启用了“显示校准视觉效果”,校准镜也会反映这些效果,显示校准完成后跟踪器将跟踪哪些跟踪点。
A calibration mirror is a type of mirror that activates automatically when the user presses the "Calibrate FBT" button. It is visible only to the user who is calibrating and disappears once they are done. The calibration mirror displays only the user's avatar, controllers, and FBT tracker model, which can be set in the Main Menu's Settings. If "Display Calibration Visuals" is enabled under Tracking and IK, the calibration mirror will also reflect these, showing which tracking points the trackers will track when calibration is done.


可以通过以下方式打开 [[Special:MyLanguage/Action Menu|Action Menu]] 或者是 [[Special:MyLanguage/Main Menu|主菜单]][[Special:MyLanguage/Settings|设置]] 页面, 但没有校准镜的配置选项。
It can be enabled via the [[Special:MyLanguage/Action Menu|Action Menu]] or the [[Special:MyLanguage/Main Menu|Main Menu]]'s [[Special:MyLanguage/Settings|Settings]] page, but there are no configuration options for the calibration mirror.
[[Category:Features]]
[[Category:Features]]


== 常见设置==
== Common setups ==
镜子预制件允许设置要在反射中显示哪些层。因此,一个世界通常会设置多个不同的镜子以供切换。一方面是考虑到部分性能优化,一部分是考虑到玩家可能只想看见玩家而不需要背景,这就是为什么它通常分为 3 个选项:高质量、低质量和透明镜子。有些世界甚至提供比这些更专业的设置。
The mirror prefab allows for selection of which layers are to be shown in the reflection. Therefore it is common that worlds have set up multiple different mirrors to toggle between. Which is why it usually breaks down to 3 options: high quality, low quality and transparent mirror. Some worlds offer even more specialized setups beyond these.


=== 高质量===
=== High quality ===
高品质镜子的作用就如同现实生活中的镜子一样,从镜子的角度反射周围的世界和玩家。
A high quality mirror acts as a mirror would in real life, reflecting the world and avatars around it from the perspective of the mirror.


===低质量===
=== Low quality ===
低质量镜子通常以较低的分辨率镜像周围的虚拟角色,并用天空盒代替世界的反射,以天空盒做背景并显示玩家。
A low quality mirror usually mirrors the avatars around it at a lower resolution and replaces the reflection of the world with the skybox.


===透明镜(仅玩家)===
=== Transparent ===
透明镜子通常会反射周围的玩家,同时可用来充当窗户,显示镜子后面的内容,并从镜子的角度隐约反射世界。它需要特殊设置,或者从社区中的透明镜子预制件获得。
A transparent mirror usually reflects the avatars around it while acting like a window, showing what appears behind the mirror, and also having a faint reflection of world from the mirror's perspective. It requires a special set up, which is also available through transparent mirror prefabs from the community.


== 关于优化==
== Performance issues ==
镜子中反射的每个物体都会被再次渲染,与玩家在可玩世界中看到的内容无关。反射整个世界的镜子将使渲染世界的性能成本翻倍。遮挡剔除在镜面反射中不起作用,因此面向墙壁的镜子仍会尝试渲染墙壁后面的所有东西。
Every object reflected in a mirror has to be rendered again, separately from what the player sees in the playable world. A mirror reflecting the whole world will double the performance cost of rendering the world. Occlusion culling does not work in mirror reflections, so a mirror facing a wall will still try to render everything behind the wall too.


世界创建者可以通过一些方式降低镜像的性能成本,例如:
Creators can reduce the performance cost for mirrors in many ways, such as:
*默认关闭所有镜子。只有当玩家按下按钮或者移动到镜子边才打开镜子。
* Disabling all mirrors by default. Only enable a mirror when the player pushes a button, or physically approaches them.
*当玩家离开该区域时关闭镜子。这将减少玩家不使用镜子时的渲染成本。玩家要走远大概率懒得关镜子,或许使用脚本实现自动关闭会好点。
* Disabling mirrors when a player leaves the area. This will remove the rendering cost of a mirror when a player isn't using it. Players will often not do this themselves, so use a script to do it for them.
*考虑镜子的放置位置。背对世界中心的镜子渲染的面积要小于朝内的镜子,因为前面提到遮挡剔除在镜子里失效。
* Considering the placement of mirrors. A mirror facing away from the center of the world will have to render less than one facing inward.
*修改在镜子反射里的 [[Special:MyLanguage/Layers|图层]] 。让镜子仅渲染选择的图层上的对象 ,比如, 如果你有一个很大的户外世界,中间有一所房子, 镜子里又看不到户外的内容,您可以将室外环境对象设置为一个环境层,然后禁用房屋内镜子上的环境层。这将阻止镜子尝试渲染它们看不到的环境。
* Changing the [[Special:MyLanguage/Layers|Layers]] a mirror reflects. A mirror only renders objects on the defined layers. For example, if you have a large outdoor world with a house in the middle, you could set the outdoor environment objects to the environment layer, and then disable the environment layer on the mirrors inside the house. This will stop the mirrors from trying to render the environment that they can't see.
当与世界中的镜子互动,用户也能通过一些方法来节省性能,例如:
When interacting with a Mirror in a world, users will be able to enable or toggle different options to save on performance, such as:


*一次仅可以打开一面镜子。
* Using only one mirror at a time.
*如果有的选,请选择质量较低的镜子。
* Choosing a lower quality option for a mirror, if available.
*或者,用世界的镜子就关掉你的个人镜子。
* Alternatively, substituting a world's mirror for your Personal Mirror.
*[[Settings#Graphics|图像质量设置]] 里调整镜子的清晰度。
* Adjust your mirror resolution under [[Settings#Graphics|Graphics Settings]].


==相关内容==
== Resources ==
[https://creators.vrchat.com/worlds/components/vrc_mirrorreflection/ VRChat 创作者文档 VRChat镜面反射]
[https://creators.vrchat.com/worlds/components/vrc_mirrorreflection/ VRChat Creator Documentation - VRC Mirror Reflection]

Revision as of 15:00, 19 November 2024

VRLogo.png
V · EThis is an official VRChat information page!
It is written and maintained by VRCWiki Team.
Vrrat posed-right.png
V · EThis page is a stub.
You can help the VRChat Wiki by improving it.
[Reason: Resources heading is empty. Proofread according to Manual of Style.]
A group of avatars socializing near a mirror.

Mirrors are reflective surfaces that allow users to view a mirrored reflection of their avatar, alongside other users and/or the world they're in. Many worlds contain mirrors intended for users to sit in front of as they socialize, often referred to as "mirror dwelling". Users may also choose to summon a mirror of their own, only visible to them.

Types

World prefab

The VRChat SDK contains a prefab for a ready-to-use mirror that can be dragged into a scene. This prefab is found at the following path:
Packages\com.vrchat.worlds\Samples\UdonExampleScene\Prefabs\VRCMirror.prefab

User feature

Personal Mirror

A personal mirror is a type of mirror that can be summoned and moved by a user that can only be viewed by them.

It can be enabled and configured via the Action Menu or the Main Menu's Settings page.

Face Mirror

A face mirror is a type of mirror that displays the face of a user's avatar in their HUD. Face mirrors are designed to help a user stay aware of their avatar's facial expressions, especially if they're controlled by gestures. Unlike a traditional mirror, the face mirror does not portray depth.

It can be enabled and configured via the Action Menu or the Main Menu's Settings page.

Calibration Mirror

A calibration mirror is a type of mirror that activates automatically when the user presses the "Calibrate FBT" button. It is visible only to the user who is calibrating and disappears once they are done. The calibration mirror displays only the user's avatar, controllers, and FBT tracker model, which can be set in the Main Menu's Settings. If "Display Calibration Visuals" is enabled under Tracking and IK, the calibration mirror will also reflect these, showing which tracking points the trackers will track when calibration is done.

It can be enabled via the Action Menu or the Main Menu's Settings page, but there are no configuration options for the calibration mirror.

Common setups

The mirror prefab allows for selection of which layers are to be shown in the reflection. Therefore it is common that worlds have set up multiple different mirrors to toggle between. Which is why it usually breaks down to 3 options: high quality, low quality and transparent mirror. Some worlds offer even more specialized setups beyond these.

High quality

A high quality mirror acts as a mirror would in real life, reflecting the world and avatars around it from the perspective of the mirror.

Low quality

A low quality mirror usually mirrors the avatars around it at a lower resolution and replaces the reflection of the world with the skybox.

Transparent

A transparent mirror usually reflects the avatars around it while acting like a window, showing what appears behind the mirror, and also having a faint reflection of world from the mirror's perspective. It requires a special set up, which is also available through transparent mirror prefabs from the community.

Performance issues

Every object reflected in a mirror has to be rendered again, separately from what the player sees in the playable world. A mirror reflecting the whole world will double the performance cost of rendering the world. Occlusion culling does not work in mirror reflections, so a mirror facing a wall will still try to render everything behind the wall too.

Creators can reduce the performance cost for mirrors in many ways, such as:

  • Disabling all mirrors by default. Only enable a mirror when the player pushes a button, or physically approaches them.
  • Disabling mirrors when a player leaves the area. This will remove the rendering cost of a mirror when a player isn't using it. Players will often not do this themselves, so use a script to do it for them.
  • Considering the placement of mirrors. A mirror facing away from the center of the world will have to render less than one facing inward.
  • Changing the Layers a mirror reflects. A mirror only renders objects on the defined layers. For example, if you have a large outdoor world with a house in the middle, you could set the outdoor environment objects to the environment layer, and then disable the environment layer on the mirrors inside the house. This will stop the mirrors from trying to render the environment that they can't see.

When interacting with a Mirror in a world, users will be able to enable or toggle different options to save on performance, such as:

  • Using only one mirror at a time.
  • Choosing a lower quality option for a mirror, if available.
  • Alternatively, substituting a world's mirror for your Personal Mirror.
  • Adjust your mirror resolution under Graphics Settings.

Resources

VRChat Creator Documentation - VRC Mirror Reflection