IsConnected
: bool |
Implementation of IBody.IsConnected; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Body.Input.Body.IsConnected |
IsHighConfidence
: bool |
Implementation of IBody.IsHighConfidence; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Body.Input.Body.IsHighConfidence |
IsTrackedDataValid
: bool |
Implementation of IBody.IsTrackedDataValid; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Body.Input.Body.IsTrackedDataValid |
Scale
: float |
Implementation of IBody.Scale; for details, please refer to the related documentation provided for that interface.
Signature
float Oculus.Interaction.Body.Input.Body.Scale |
SkeletonMapping
: ISkeletonMapping |
Implementation of IBody.SkeletonMapping; for details, please refer to the related documentation provided for that interface.
Signature
ISkeletonMapping Oculus.Interaction.Body.Input.Body.SkeletonMapping |
WhenBodyUpdated
: Action |
Implementation of IBody.WhenBodyUpdated; for details, please refer to the related documentation provided for that interface.
Signature
Action Oculus.Interaction.Body.Input.Body.WhenBodyUpdated |
Apply
(
data
)
|
Signature
override void Oculus.Interaction.Body.Input.Body.Apply(BodyDataAsset data) Parameters data: BodyDataAssetReturns override void |
GetJointPose
(
bodyJointId
, pose
)
|
Implementation of IBody.GetJointPose(BodyJointId, out Pose); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Body.Input.Body.GetJointPose(BodyJointId bodyJointId, out Pose pose) Parameters bodyJointId: BodyJointIdpose: out PoseReturns bool |
GetJointPoseFromRoot
(
bodyJointId
, pose
)
|
Implementation of IBody.GetJointPoseFromRoot(BodyJointId, out Pose); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Body.Input.Body.GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose) Parameters bodyJointId: BodyJointIdpose: out PoseReturns bool |
GetJointPoseLocal
(
bodyJointId
, pose
)
|
Implementation of IBody.GetJointPoseLocal(BodyJointId, out Pose); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Body.Input.Body.GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose) Parameters bodyJointId: BodyJointIdpose: out PoseReturns bool |
GetRootPose
(
pose
)
|
Implementation of IBody.GetRootPose(out Pose); for details, please refer to the related documentation provided for that interface.
This is functionally equivalent to calling GetJointPose(BodyJointId, out Pose) on joint BodyJointId.Body_Root.
Signature
bool Oculus.Interaction.Body.Input.Body.GetRootPose(out Pose pose) Parameters pose: out PoseReturns bool |
MarkInputDataRequiresUpdate
()
|
Implementation of DataSource<TData>.MarkInputDataRequiresUpdate; for details, please refer to the related documentation provided for that method.
Signature
override void Oculus.Interaction.Body.Input.Body.MarkInputDataRequiresUpdate() Returns override void |