_started
: bool |
Signature
bool Oculus.Interaction.UpdateDriverAfterDataSource._started |
IsRootDriver
: bool
[Get][Set] |
Signature
bool Oculus.Interaction.UpdateDriverAfterDataSource.IsRootDriver |
Awake
()
|
Signature
virtual void Oculus.Interaction.UpdateDriverAfterDataSource.Awake() Returns void |
OnDisable
()
|
Signature
virtual void Oculus.Interaction.UpdateDriverAfterDataSource.OnDisable() Returns void |
OnEnable
()
|
Signature
virtual void Oculus.Interaction.UpdateDriverAfterDataSource.OnEnable() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.UpdateDriverAfterDataSource.Start() Returns void |
Drive
()
|
Runs the processing to "update" the current instance.
This is conceptually similar to Unity's built-in update mechanism, but bound to a structure which allows execution order to be more explicitly controlled. This is part of Interaction SDK core logic, and it is not recommended that direct dependencies be taken on this execution order. Instead, changes to interaction state should be handled by observing events such as IInteractorView.WhenStateChanged, which will allow correct handling without depending on the details of execution order.
Signature
void Oculus.Interaction.UpdateDriverAfterDataSource.Drive() Returns void |
InjectAllUpdateDriverAfterDataSource
(
updateDriver
, dataSource
)
|
Signature
void Oculus.Interaction.UpdateDriverAfterDataSource.InjectAllUpdateDriverAfterDataSource(IUpdateDriver updateDriver, IDataSource dataSource) Parameters updateDriver: IUpdateDriverdataSource: IDataSourceReturns void |
InjectDataSource
(
dataSource
)
|
Signature
void Oculus.Interaction.UpdateDriverAfterDataSource.InjectDataSource(IDataSource dataSource) Parameters dataSource: IDataSourceReturns void |
InjectUpdateDriver
(
updateDriver
)
|
Signature
void Oculus.Interaction.UpdateDriverAfterDataSource.InjectUpdateDriver(IUpdateDriver updateDriver) Parameters updateDriver: IUpdateDriverReturns void |