Tag
: string
[Get][Set] |
Gets or sets the tag to check on target interactables.
Behavior depends on the filter mode setting.
Signature
string Oculus.Interaction.ActiveStateTagSetFilter.Tag |
Awake
()
|
Signature
virtual void Oculus.Interaction.ActiveStateTagSetFilter.Awake() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.ActiveStateTagSetFilter.Start() Returns void |
Filter
(
target
)
|
Filters a GameObject based on the current state, mode, and presence of the tag.
When the active state is inactive, all GameObjects pass the filter (return true).
When the active state is active:
Signature
bool Oculus.Interaction.ActiveStateTagSetFilter.Filter(GameObject target) Parameters target: GameObject
The GameObject to filter
Returns bool
True if the GameObject should be included in interaction, false if it should be excluded (filtered out)
|
InjectActiveState
(
activeState
)
|
Sets the active state in a dynamically instantiated ActiveStateTagSetFilter.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.ActiveStateTagSetFilter.InjectActiveState(IActiveState activeState) Parameters activeState: IActiveStateReturns void |
InjectAllActiveStateTagSetFilter
(
activeState
)
|
Sets all required fields for a dynamically instantiated ActiveStateTagSetFilter.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.ActiveStateTagSetFilter.InjectAllActiveStateTagSetFilter(IActiveState activeState) Parameters Returns void |