FingersStrength
: float |
Implementation of IHandGrabState.FingersStrength; for details, please refer to the related documentation provided for that interface.
Signature
float Oculus.Interaction.HandGrab.HandGrabUseInteractor.FingersStrength |
IsGrabbing
: bool |
Implementation of IHandGrabState.IsGrabbing; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.HandGrab.HandGrabUseInteractor.IsGrabbing |
WristStrength
: float |
Implementation of IHandGrabState.WristStrength; for details, please refer to the related documentation provided for that interface.
Signature
float Oculus.Interaction.HandGrab.HandGrabUseInteractor.WristStrength |
WristToGrabPoseOffset
: Pose |
Implementation of IHandGrabState.WristToGrabPoseOffset; for details, please refer to the related documentation provided for that interface.
Signature
Pose Oculus.Interaction.HandGrab.HandGrabUseInteractor.WristToGrabPoseOffset |
Hand
: IHand
[Get] |
The IHand used for both grabbing and using.
Though HandGrabUseInteractor is not an IHandGrabInteractor, this property is contractually similar to IHandGrabInteractor.Hand.
Signature
IHand Oculus.Interaction.HandGrab.HandGrabUseInteractor.Hand |
HandGrabTarget
: HandGrabTarget
[Get] |
The HandGrab.HandGrabTarget used by this interactor when grabbing.
Signature
HandGrabTarget Oculus.Interaction.HandGrab.HandGrabUseInteractor.HandGrabTarget |
UseAPI
: IFingerUseAPI
[Get] |
The IFingerUseAPI invoked by this interactor to determine the "finger use strength" of the Hand's fingers.
"Strength" in this context is a measure of of how similar/different the finger's state is to what the system considers "using"; a related overview of "strength" can be found in the documentation for IHand.GetFingerPinchStrength(HandFinger).
Signature
IFingerUseAPI Oculus.Interaction.HandGrab.HandGrabUseInteractor.UseAPI |
WhenHandGrabEnded
: Action< IHandGrabState >
[Get][Set] |
An event which could indicate that the current interactor (which would be passed to the event as an IHandGrabState) stopped grabbing.
In the current implementation, this event is never invoked. Instead, Interactor<TInteractor, TInteractable>.WhenStateChanged can be used to respond to the beginning of a grab; when that event is called with its argument's InteractorStateChangeArgs.PreviousState property set to InteractorState.Select, a grab interaction has ended.
Signature
Action<IHandGrabState> Oculus.Interaction.HandGrab.HandGrabUseInteractor.WhenHandGrabEnded |
WhenHandGrabStarted
: Action< IHandGrabState >
[Get][Set] |
An event which could indicate that the current interactor (which would be passed to the event as an IHandGrabState) began grabbing.
In the current implementation, this event is never invoked. Instead, Interactor<TInteractor, TInteractable>.WhenStateChanged can be used to respond to the beginning of a grab; when that event is called with its argument's InteractorStateChangeArgs.NewState property set to InteractorState.Select, a grab interaction has started.
Signature
Action<IHandGrabState> Oculus.Interaction.HandGrab.HandGrabUseInteractor.WhenHandGrabStarted |
Awake
()
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabUseInteractor.Awake() Returns override void |
ComputeCandidate
()
|
Signature
override HandGrabUseInteractable Oculus.Interaction.HandGrab.HandGrabUseInteractor.ComputeCandidate() Returns override HandGrabUseInteractable |
ComputeShouldSelect
()
|
Signature
override bool Oculus.Interaction.HandGrab.HandGrabUseInteractor.ComputeShouldSelect() Returns override bool |
ComputeShouldUnselect
()
|
Signature
override bool Oculus.Interaction.HandGrab.HandGrabUseInteractor.ComputeShouldUnselect() Returns override bool |
DoHoverUpdate
()
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabUseInteractor.DoHoverUpdate() Returns override void |
DoSelectUpdate
()
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabUseInteractor.DoSelectUpdate() Returns override void |
InteractableSelected
(
interactable
)
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabUseInteractor.InteractableSelected(HandGrabUseInteractable interactable) Parameters interactable: HandGrabUseInteractableReturns override void |
InteractableUnselected
(
interactable
)
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabUseInteractor.InteractableUnselected(HandGrabUseInteractable interactable) Parameters interactable: HandGrabUseInteractableReturns override void |
Start
()
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabUseInteractor.Start() Returns override void |
GrabbingFingers
()
|
Implementation of IHandGrabState.GrabbingFingers; for details, please refer to the related documentation provided for that interface.
Signature
HandFingerFlags Oculus.Interaction.HandGrab.HandGrabUseInteractor.GrabbingFingers() Returns HandFingerFlags |
InjectAllHandGrabUseInteractor
(
useApi
)
|
Adds all required scripts for a HandGrabUseInteractor to a dynamically instantiated GameObject.
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.HandGrab.HandGrabUseInteractor.InjectAllHandGrabUseInteractor(IFingerUseAPI useApi) Parameters useApi: IFingerUseAPIReturns void |
InjectOptionalHand
(
hand
)
|
Adds an IHand to a dynamically instantiated GameObject.
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.HandGrab.HandGrabUseInteractor.InjectOptionalHand(IHand hand) Parameters hand: IHandReturns void |
InjectUseApi
(
useApi
)
|
Adds an IFingerUseAPI to a dynamically instantiated GameObject.
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.HandGrab.HandGrabUseInteractor.InjectUseApi(IFingerUseAPI useApi) Parameters useApi: IFingerUseAPIReturns void |