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IHandGrabInteractor Interface

This interface characterizes an interactor which can use an IHand to grab interactables such as HandGrabInteractable or DistanceHandGrabInteractable.
Interactors of this kind share a number of commonalities and requirements specific to hand grabbing interactions; IHandGrabInteractor concretizes the unified contract for such interactors.

Properties

The IHand used for grabbing.
The most fundamental grab pose for the interactor; in other words, the pose to which the grab is considered relative if no other point is applicable.
Semantically, this pose is described as that of the "wrist"; however, as the human wrist is a joint and can curve, it's worth clarifying that this point evaluates the wrist (in both position and orientation) as an invariant pose relative to the immobile bones of the hand.
The grab pose associated with pinch grabbing.
When grabbing specifically with a pinching motion, this point (canonically located between the index and thumb) will be considered the origin of the grab, rather than the default WristPoint pose.
The grab pose associated with palm grabbing.
When grabbing specifically with a palm grab, this point (canonically located on or near the surface of the hand palm) will be considered the origin of the grab, rather than the default WristPoint pose.
The HandGrabAPI responsible for defining what does and doesn't constitute grabbing given a particular hand state.
Returns a bit mask representing the different types of grab supported by this interactable.
Note that, because the returned value is a bit mask, it should not be checked directly against enum values as it may not appear in the enum at all. Instead, bitwise operations should be used to check for the presence of enum values within the mask: i.e., (mask & <see cref="GrabTypeFlags.Pinch"/>) != 0.
The interactable currently being targeted for grabbing.
Typically, this is just another way of accessing the same value as Interactor<TInteractor, TInteractable>.Interactable.
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