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FirstHoverInteractorGroup Class

Manages a group of interactors where only the first interactor requesting hover is allowed to enter the hover state.
This class ensures that all other interactors remain disabled for hover until the first interactor ceases to hover.
This class is typically used in scenarios where exclusive access by the first interactor is required to prevent conflicts. The priority is determined by the order of interaction requests; the first interactor to request hover gains priority. The group typically includes interactors such as the PokeInteractor and GrabInteractor.

Properties

CandidateProperties : override object
[Get]
Retrieves properties of the candidate interactor, if available, which is crucial for further processing or decision-making.
This property provides detailed information about the candidate, aiding in the selection process.
Signature
override object Oculus.Interaction.FirstHoverInteractorGroup.CandidateProperties
HasCandidate : override bool
[Get]
Determines if there is a candidate interactor that could potentially become the best interactor.
This property is essential for identifying potential interactors that can take over interaction responsibilities.
Signature
override bool Oculus.Interaction.FirstHoverInteractorGroup.HasCandidate
HasInteractable : override bool
[Get]
Checks if there is an interactable object associated with the best interactor.
This property is crucial for determining if the current best interactor is interacting with an object.
Signature
override bool Oculus.Interaction.FirstHoverInteractorGroup.HasInteractable
HasSelectedInteractable : override bool
[Get]
Checks if there is a selected interactable object associated with the best interactor.
This property is important for understanding if the current best interactor has successfully selected an object.
Signature
override bool Oculus.Interaction.FirstHoverInteractorGroup.HasSelectedInteractable
ShouldHover : override bool
[Get]
Determines whether any interactor in the group should be in the hover state.
True if the state is InteractorState.Normal and any interactor meets the hover criteria; otherwise, false.
Signature
override bool Oculus.Interaction.FirstHoverInteractorGroup.ShouldHover
ShouldSelect : override bool
[Get]
Determines whether the currently hovering interactor should transition to the select state based on its conditions.
This method checks if the state is hover and if the best interactor meets the criteria to be selected, managing interaction flow.
Signature
override bool Oculus.Interaction.FirstHoverInteractorGroup.ShouldSelect
ShouldUnhover : override bool
[Get]
Determines whether the currently hovering interactor should exit the InteractorState.Hover state based on its current conditions.
This method checks if the state is hover and if the best interactor should cease hovering, ensuring proper state transitions.
Signature
override bool Oculus.Interaction.FirstHoverInteractorGroup.ShouldUnhover
ShouldUnselect : override bool
[Get]
Determines whether the currently selected interactor should exit the InteractorState.Select state based on its current conditions.
This method checks if the state is select and if the best interactor should cease being selected, ensuring correct InteractorState management.
Signature
override bool Oculus.Interaction.FirstHoverInteractorGroup.ShouldUnselect

Methods

Disable ()
Disables the interactor group, preventing any further interactions and cleaning up any state related to the best interactor.
This method is crucial for resetting the interactor group and avoiding unintended interactions.
Signature
override void Oculus.Interaction.FirstHoverInteractorGroup.Disable()
Returns
override void
Enable ()
Enables the interactor group, allowing interactions to be processed, which is essential for dynamic interaction environments.
If a best interactor is already determined, it will be enabled; otherwise, the base enable logic is applied.
Signature
override void Oculus.Interaction.FirstHoverInteractorGroup.Enable()
Returns
override void
Hover ()
Attempts to transition the first eligible interactor into the InteractorState.Hover state if conditions are met.
This method triggers the hover action and updates the state to hover if the attempt is successful, facilitating interaction initiation.
Signature
override void Oculus.Interaction.FirstHoverInteractorGroup.Hover()
Returns
override void
InjectAllInteractorGroupFirstHover ( interactors )
Signature
void Oculus.Interaction.FirstHoverInteractorGroup.InjectAllInteractorGroupFirstHover(List< IInteractor > interactors)
Parameters
interactors: List< IInteractor >
Returns
void
Preprocess ()
Processes the interactor group before the main interaction logic.
This method ensures that the best candidate for interaction is processed if no interactor is currently selected or hovering.
Signature
override void Oculus.Interaction.FirstHoverInteractorGroup.Preprocess()
Returns
override void
Select ()
Implementation of IInteractor.Select; for details, please refer to the related documentation provided for that interface.
Signature
override void Oculus.Interaction.FirstHoverInteractorGroup.Select()
Returns
override void
Unhover ()
Implementation of IInteractor.Unhover; for details, please refer to the related documentation provided for that interface.
Signature
override void Oculus.Interaction.FirstHoverInteractorGroup.Unhover()
Returns
override void
Unselect ()
Implementation of IInteractor.ShouldUnselect; for details, please refer to the related documentation provided for that interface.
Signature
override void Oculus.Interaction.FirstHoverInteractorGroup.Unselect()
Returns
override void