API reference

HandFilter Class

Smoothes hand position input data.
If you want to fine-tune the smoothing, it also accepts an optional set of filter parameters (HandFilterParameterBlock). Use High if your app requires a very steady hand and can tolerate some lag. High should probably only be used in controller circumstances. Use Low if only a small amount of steadiness needs to be added to the hand. For example, to do a steady raycast from a hand.

Protected Methods

Apply ( handDataAsset )
Signature
override void Oculus.Interaction.Input.Filter.HandFilter.Apply(HandDataAsset handDataAsset)
Parameters
handDataAsset: HandDataAsset
Returns
override void
Awake ()
Signature
virtual void Oculus.Interaction.Input.Filter.HandFilter.Awake()
Returns
void
OnDestroy ()
Signature
virtual void Oculus.Interaction.Input.Filter.HandFilter.OnDestroy()
Returns
void
UpdateFilterParameters ()
Signature
bool Oculus.Interaction.Input.Filter.HandFilter.UpdateFilterParameters()
Returns
bool
UpdateHandData ( handDataAsset )
Signature
bool Oculus.Interaction.Input.Filter.HandFilter.UpdateHandData(HandDataAsset handDataAsset)
Parameters
handDataAsset: HandDataAsset
Returns
bool