Implementation of IHandGrabInteractor.Hand; for details, please refer to the related documentation provided for that interface.
bool HoverOnZeroStrength[Get]
When enabled, nearby HandGrabInteractables can become candidates even if the finger strength is 0.
"Strength" in this context is a measure of of how similar/different the finger's state is to what the system considers "grabbing"; for a more detailed overview, see the documentation for IHand.GetFingerPinchStrength(HandFinger).
Overrides Interactor<TInteractor, TInteractable>.CanSelect(TInteractable), augmenting the behavior of that base method with an additional call to HandGrabInteraction.CanInteractWith(IHandGrabInteractor, IHandGrabInteractable), which confirms the presence of hand-specific requirements for valid hand interaction.
Parameters
interactable
The interactable
Returns
True if it is possible for this interactable to select interactable , false otherwise
Obsolete: adds a IThrowVelocityCalculator 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. Velocity calculation is now a feature of Grabbable and is no longer required by HandGrabInteractor.
Protected Functions
virtual void Reset ( )
override void Awake ( )
override void Start ( )
override void DoHoverUpdate ( )
Each call while the interactor is hovering, it checks whether there is an interaction being hovered and sets the target snap pose to it.
In the HandToObject snapping behaviors this is relevant as the hand can approach the object progressively even before a true grab starts.
Each call while the hand is selecting/grabbing an interactable, it moves the item to the new position while also attracting it towards the hand if the snapping mode requires it.
In some cases the parameter can be null, for example if the selection was interrupted by another hand grabbing the object. In those cases it will come out of the release state once the grabbing gesture properly finishes.
When a new interactable is selected, start the grab at the ideal point.
When snapping is involved that can be a point in the interactable offset from the hand which will be stored to progressively reduced it in the next updates, effectively attracting the object towards the hand. When no snapping is involved the point will be the grip point of the hand directly. Note: ideally this code would be in InteractableSelected but it needs to be called before the object is marked as active.
In order to do it the method measures the score from the current grip pose to the closes pose in the surfaces of each one of the interactables in the registry. Even though it returns the best interactable, it also saves the entire Snap pose to it in which the exact pose within the surface is already recorded to avoid recalculations within the same frame.