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ShapeRecognizerActiveState Class

Extends MonoBehaviour, IActiveState
Used during hand pose detection to compare the current state of a hand's fingers to the state required by a given shape.
The shape's required state is defined in a ShapeRecognizer. If the two match, this state becomes active.

Properties

The IHand to be observed.
While this hand adopts a pose which meets the requirements of any of the specified Shapes, Active will be true.
Implementation of IActiveState.Active, in this case indicating whether the associated Hand is currently adopting any of the Shapes specified for recognition.

Protected Fields

IFingerFeatureStateProvider FingerFeatureStateProvider[Get]

Fields

The list of ShapeRecognizers which define the satisfactory shapes for Hand to adopt in order for Active to become true.
This is a convenience method which wraps a call to the Hand.Handedness property of the Hand

Protected Functions

virtual void Awake ( )
virtual void Start ( )

Member Functions

Sets all required dependencies for a dynamically instantiated ShapeRecognizerActiveState.
This is a convenience method which wraps invocations of InjectHand(IHand), InjectFingerFeatureStateProvider(IFingerFeatureStateProvider), and InjectShapes(ShapeRecognizer[]). This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Sets an IHand as the Hand for a dynamically instantiated ShapeRecognizerActiveState.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Sets an IFingerFeatureStateProvider as the provider for a dynamically instantiated ShapeRecognizerActiveState.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Sets a list of ShapeRecognizers as the recognizable Shapes for a dynamically instantiated ShapeRecognizerActiveState.
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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