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HandRef Class

Extends MonoBehaviour, IHand, IActiveState
HandRef is a utility component that delegates all of its IHand implementation to the provided Hand object.
HandRef can be thought of as a "redirect," which is useful for making Unity Component configurations flexible with limited setup. For example, if making a prefab containing multiple hand-referencing components which should be usable with either hand, it is more convenient to have a single HandRef at the root of the prefab (to which all the other Components connect) and connect only that to the desired hand versus having to connect every Component individually for every instance of the prefab.

Properties

The underlying IHand to which this HandRef is a shim.
All IHand methods invoked on this HandRef will be passed along to this instance.
Retrieves the IHand.WhenHandUpdated event of the underlying Hand.
This is a pure shim property equivalent to accessing the same property on the Hand.

Fields

Retrieves the IHand.Handedness of the underlying Hand.
This is a pure shim property equivalent to accessing the same property on the Hand.
Retrieves the IHand.IsConnected value of the underlying Hand.
This is a pure shim property equivalent to accessing the same property on the Hand.
Retrieves the IHand.IsHighConfidence value of the underlying Hand.
This is a pure shim property equivalent to accessing the same property on the Hand.
Retrieves the IHand.IsDominantHand value of the underlying Hand.
This is a pure shim property equivalent to accessing the same property on the Hand.
Retrieves the IHand.Scale value of the underlying Hand.
This is a pure shim property equivalent to accessing the same property on the Hand.
Retrieves the IHand.IsPointerPoseValid value of the underlying Hand.
This is a pure shim property equivalent to accessing the same property on the Hand.
Retrieves the IHand.IsTrackedDataValid value of the underlying Hand.
This is a pure shim property equivalent to accessing the same property on the Hand.
Retrieves the IHand.CurrentDataVersion value of the underlying Hand.
This is a pure shim property equivalent to accessing the same property on the Hand.
Implements IActiveState.Active, in this case indicating whether the underlying Hand is connected.
This is a remapping method which makes the IsConnected value available to consumers treating the HandRef as an IActiveState.

Protected Functions

virtual void Awake ( )
virtual void Start ( )

Member Functions

Invokes IHand.GetFingerIsPinching(HandFinger) on the underlying Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
Invokes IHand.GetIndexFingerIsPinching() on the underlying Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
Invokes IHand.GetPointerPose(out Pose) on the underlying Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
Invokes IHand.GetPalmPoseLocal(out Pose) on the underlying Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
Invokes IHand.GetRootPose(out Pose) on the underlying Hand.
This is a pure shim method equivalent to invoking the same method on the Hand.
Sets all required dependencies for a dynamically instantiated HandRef.
This is a convenience method wrapping InjectHand(IHand). This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Sets the an IHand as the Hand for a dynamically instantiated HandRef.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
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