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HandGrabInteractor Class

Enables hand grab for objects within arm's reach that have a GrabInteractable.
When grabbing an object, the hands visually snap to any HandPose you've provided. To enable grab for controllers, use GrabInteractor.

Properties

Implementation of IHandGrabInteractor.Hand; for details, please refer to the related documentation provided for that interface.
When enabled, nearby HandGrabInteractables can become candidates even if the finger strength is 0.
"Strength" in this context is a measure of of how similar/different the finger's state is to what the system considers "grabbing"; for a more detailed overview, see the documentation for IHand.GetFingerPinchStrength(HandFinger).
Obsolete: this was used to get and set the interactor's IThrowVelocityCalculator, which is deprecated.
Velocity calculation capabilities are now a feature of Grabbable and should be controlled from there.
The IMovement generated as a result of interacting with an interactable.
This is created by the interactable's DistanceHandGrabInteractable.MovementProvider.
Indicates whether or not the current Movement has finished.
The HandGrab.HandGrabTarget used by this interactor when grabbing.
Implementation of IHandGrabState.FingersStrength; for details, please refer to the related documentation provided for that interface.
Implementation of IHandGrabState.WristStrength; for details, please refer to the related documentation provided for that interface.
Implementation of IHandGrabState.WristToGrabPoseOffset; for details, please refer to the related documentation provided for that interface.

Fields

Implementation of IHandGrabInteractor.WristPoint; for details, please refer to the related documentation provided for that interface.
Implementation of IHandGrabInteractor.PinchPoint; for details, please refer to the related documentation provided for that interface.
Implementation of IHandGrabInteractor.PalmPoint; for details, please refer to the related documentation provided for that interface.
Implementation of IHandGrabInteractor.HandGrabApi; for details, please refer to the related documentation provided for that interface.
Implementation of IHandGrabInteractor.SupportedGrabTypes; for details, please refer to the related documentation provided for that interface.
Implementation of IHandGrabInteractor.TargetInteractable; for details, please refer to the related documentation provided for that interface.
Implementation of IHandGrabState.IsGrabbing; for details, please refer to the related documentation provided for that interface.
Implementation of IRigidbodyRef.Rigidbody; for details, please refer to the related documentation provided for that interface.

Member Functions

Implementation of IHandGrabState.GrabbingFingers; for details, please refer to the related documentation provided for that interface.
Overrides Interactor<TInteractor, TInteractable>.CanSelect(TInteractable), augmenting the behavior of that base method with an additional call to HandGrabInteraction.CanInteractWith(IHandGrabInteractor, IHandGrabInteractable), which confirms the presence of hand-specific requirements for valid hand interaction.
Parameters
interactable
The interactable
Returns
True if it is possible for this interactable to select interactable , false otherwise
Forces the interactor to select the passed HandGrabInteractable, which will be grabbed in the next interaction iteration.
Parameters
interactable
The interactable to grab.
allowManualRelease
If false, the interactable can only be released by calling ForceRelease.
Forces the interactor to deselect the currently grabbed HandGrabInteractable (if any).
Overrides the interactor's ComputeCandidate() method with a new method.
This method itself is an override Interactor<TInteractor, TInteractable>.SetComputeCandidateOverride(Func<TInteractable>, bool), encapsulating the base behavior.
Parameters
computeCandidate
The method used instead of the interactable's existing ComputeCandidate() method.
shouldClearOverrideOnSelect
If true, clear the computeCandidate function once you select an interactable.
Overrides Interactor<TInteractor, TInteractable>.Unselect, augmenting the base behavior to ensure correct handling of overrides set with Interactor<TInteractor, TInteractable>.SetComputeShouldUnselectOverride(Func<bool>, bool).
Convenience method combining InjectHandGrabApi(HandGrabAPI), InjectDistantCandidateComputer(DistantCandidateComputer<DistanceHandGrabInteractor, DistanceHandGrabInteractable>), InjectGrabOrigin(Transform), InjectHand(IHand), and InjectSupportedGrabTypes(GrabTypeFlags).
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Adds a HandGrabAPI to a dynamically instantiated GameObject.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Adds an IHand to a dynamically instantiated GameObject.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Adds a Unity Rigidbody to a dynamically instantiated GameObject.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Adds a list of supported grabs to a dynamically instantiated GameObject.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Adds a grab origin to a dynamically instantiated GameObject.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Adds a grip point to a dynamically instantiated GameObject.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Adds a grip collider to a dynamically instantiated GameObject.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Adds a pinch point to a dynamically instantiated GameObject.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Adds a pinch collider to a dynamically instantiated GameObject.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Obsolete: adds a IThrowVelocityCalculator to a dynamically instantiated GameObject.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage. Velocity calculation is now a feature of Grabbable and is no longer required by HandGrabInteractor.

Protected Functions

virtual void Reset ( )
override void Awake ( )
override void Start ( )
Each call while the interactor is hovering, it checks whether there is an interaction being hovered and sets the target snap pose to it.
In the HandToObject snapping behaviors this is relevant as the hand can approach the object progressively even before a true grab starts.
override void InteractableSet
( HandGrabInteractable interactable )
override void InteractableUnset
( HandGrabInteractable interactable )
Each call while the hand is selecting/grabbing an interactable, it moves the item to the new position while also attracting it towards the hand if the snapping mode requires it.
In some cases the parameter can be null, for example if the selection was interrupted by another hand grabbing the object. In those cases it will come out of the release state once the grabbing gesture properly finishes.
When a new interactable is selected, start the grab at the ideal point.
When snapping is involved that can be a point in the interactable offset from the hand which will be stored to progressively reduced it in the next updates, effectively attracting the object towards the hand. When no snapping is involved the point will be the grip point of the hand directly. Note: ideally this code would be in InteractableSelected but it needs to be called before the object is marked as active.
Parameters
interactable
The selected interactable
When releasing an active interactable, calculate the releasing point in similar fashion to InteractableSelected.
Parameters
interactable
The released interactable
virtual override void HandlePointerEventRaised
( PointerEvent evt )
virtual override Pose ComputePointerPose ( )
override bool ComputeShouldSelect ( )
override bool ComputeShouldUnselect ( )
Compute the best interactable to snap to.
In order to do it the method measures the score from the current grip pose to the closes pose in the surfaces of each one of the interactables in the registry. Even though it returns the best interactable, it also saves the entire Snap pose to it in which the exact pose within the surface is already recorded to avoid recalculations within the same frame.
Returns
The best interactable to snap the hand to.
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