API reference

ControllerRef Class

Extends MonoBehaviour
ControllerRef is a utility component that delegates all of its IController implementation to the provided Controller object.

Fields

Active : bool
Signature
bool Oculus.Interaction.Input.ControllerRef.Active
ControllerInput : ControllerInput
Signature
ControllerInput Oculus.Interaction.Input.ControllerRef.ControllerInput
Handedness : Handedness
Signature
Handedness Oculus.Interaction.Input.ControllerRef.Handedness
IsConnected : bool
Signature
bool Oculus.Interaction.Input.ControllerRef.IsConnected
IsPoseValid : bool
Signature
bool Oculus.Interaction.Input.ControllerRef.IsPoseValid
Scale : float
Signature
float Oculus.Interaction.Input.ControllerRef.Scale

Properties

WhenUpdated : Action
Signature
Action Oculus.Interaction.Input.ControllerRef.WhenUpdated

Protected Methods

Awake ()
Signature
virtual void Oculus.Interaction.Input.ControllerRef.Awake()
Returns
void
Start ()
Signature
virtual void Oculus.Interaction.Input.ControllerRef.Start()
Returns
void

Methods

InjectAllControllerRef ( controller )
Signature
void Oculus.Interaction.Input.ControllerRef.InjectAllControllerRef(IController controller)
Parameters
controller: IController
Returns
void
InjectController ( controller )
Signature
void Oculus.Interaction.Input.ControllerRef.InjectController(IController controller)
Parameters
controller: IController
Returns
void
IsButtonUsageAllActive ( buttonUsage )
Batch query method for determining whether all of a set of buttons (characterized by a bit mask of ControllerButtonUsage) are currently active.
Signature
bool Oculus.Interaction.Input.ControllerRef.IsButtonUsageAllActive(ControllerButtonUsage buttonUsage)
Parameters
buttonUsage: ControllerButtonUsage  The bit mask indicating which buttons are part of the query
Returns
bool  True if all of the queried buttons are active, false otherwise
IsButtonUsageAnyActive ( buttonUsage )
Batch query method for determining whether any within a set of buttons (characterized by a bit mask of ControllerButtonUsage) is currently active.
Signature
bool Oculus.Interaction.Input.ControllerRef.IsButtonUsageAnyActive(ControllerButtonUsage buttonUsage)
Parameters
buttonUsage: ControllerButtonUsage  The bit mask indicating which buttons are part of the query
Returns
bool  True if any of the queried buttons are active, false otherwise
TryGetPointerPose ( pose )
Attempts to return a valid "pointer pose" for the controller.
A "pointer pose" is a world-space pose (position and orientation) intended to be used as a directional input, conceptually comparable to "pointing at something." Typically, individual controllers provide their own "pointer pose" based on the ergonomics of the device; this method provides a unified way to query for this.
Signature
bool Oculus.Interaction.Input.ControllerRef.TryGetPointerPose(out Pose pose)
Parameters
pose: out Pose  A valid world-space pointer pose if one could be calculated, identity otherwise
Returns
bool  True if the pose argument was populated with a valid pointer pose, false otherwise
TryGetPose ( pose )
Attempts to retrieve the pose of the controller in world space.
The exact relationship of the retrieved pose to the physical position of the controller can vary by platform, but it typically corresponds to the root transform of the intended visual affordance for the physical controller being tracked.
Signature
bool Oculus.Interaction.Input.ControllerRef.TryGetPose(out Pose pose)
Parameters
pose: out Pose  A void world space pose for the controller if available, identity otherwise
Returns
bool  True if the pose argument was populated with a valid pose, false otherwise