Drivers
: List< IUpdateDriver > |
Signature
List<IUpdateDriver> Oculus.Interaction.UpdateDriverGroup.Drivers |
IsRootDriver
: bool
[Get][Set] |
Signature
bool Oculus.Interaction.UpdateDriverGroup.IsRootDriver |
Iterations
: int
[Get][Set] |
Signature
int Oculus.Interaction.UpdateDriverGroup.Iterations |
Awake
()
|
Signature
virtual void Oculus.Interaction.UpdateDriverGroup.Awake() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.UpdateDriverGroup.Start() Returns void |
Update
()
|
Signature
virtual void Oculus.Interaction.UpdateDriverGroup.Update() 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.UpdateDriverGroup.Drive() Returns void |
InjectAllUpdateDriverGroup
(
updateDrivers
)
|
Signature
void Oculus.Interaction.UpdateDriverGroup.InjectAllUpdateDriverGroup(List< IUpdateDriver > updateDrivers) Parameters updateDrivers: List< IUpdateDriver >Returns void |
InjectUpdateDrivers
(
updateDrivers
)
|
Signature
void Oculus.Interaction.UpdateDriverGroup.InjectUpdateDrivers(List< IUpdateDriver > updateDrivers) Parameters updateDrivers: List< IUpdateDriver >Returns void |