HandGrabPoses
: List< HandGrabPose > |
Retrieves the list of HandGrabPoses which can be used to grab this interactable.
Signature
List<HandGrabPose> Oculus.Interaction.HandGrab.HandGrabInteractable.HandGrabPoses |
PalmGrabRules
: GrabbingRule |
Implementation of IHandGrabInteractable.PalmGrabRules; for details, please refer to the related documentation provided for that interface.
Signature
GrabbingRule Oculus.Interaction.HandGrab.HandGrabInteractable.PalmGrabRules |
PinchGrabRules
: GrabbingRule |
Implementation of IHandGrabInteractable.PinchGrabRules; for details, please refer to the related documentation provided for that interface.
Signature
GrabbingRule Oculus.Interaction.HandGrab.HandGrabInteractable.PinchGrabRules |
RelativeTo
: Transform |
Implementation of IRelativeToRef.RelativeTo; for details, please refer to the related documentation provided for that interface.
Signature
Transform Oculus.Interaction.HandGrab.HandGrabInteractable.RelativeTo |
Rigidbody
: Rigidbody | |
ScoreModifier
: PoseMeasureParameters |
Returns the PoseMeasureParameters used in the scoring mechanism which selects which of the available hand grab poses should be used for interaction.
Signature
PoseMeasureParameters Oculus.Interaction.HandGrab.HandGrabInteractable.ScoreModifier |
SupportedGrabTypes
: GrabTypeFlags |
Implementation of IHandGrabInteractable.SupportedGrabTypes; for details, please refer to the related documentation provided for that interface.
Signature
GrabTypeFlags Oculus.Interaction.HandGrab.HandGrabInteractable.SupportedGrabTypes |
UsesHandPose
: bool |
Implementation of IHandGrabInteractable.UsesHandPose; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.HandGrab.HandGrabInteractable.UsesHandPose |
Colliders
: Collider []
[Get] |
The list of Unity Colliders associated with this interactable.
This list is automatically populated during the MonoBehaviour's start-up process and will contain a reference to every Collider in Rigidbody's hierarchy at that time. This list is not allowed to be empty, meaning there must be at least one Collider in Rigidbody's hierarchy at the time the DistanceHandGrabInteractable first becomes active.
Signature
Collider [] Oculus.Interaction.HandGrab.HandGrabInteractable.Colliders |
HandAlignment
: HandAlignType
[Get][Set] |
Implementation of IHandGrabInteractable.HandAlignment; for details, please refer to the related documentation provided for that interface.
Signature
HandAlignType Oculus.Interaction.HandGrab.HandGrabInteractable.HandAlignment |
ResetGrabOnGrabsUpdated
: bool
[Get][Set] |
Related to GrabInteractable.ResetGrabOnGrabsUpdated; forces a release on all other grabbing interactors when grabbed by a new interactor.
Signature
bool Oculus.Interaction.HandGrab.HandGrabInteractable.ResetGrabOnGrabsUpdated |
Slippiness
: float
[Get][Set] |
Implementation of IHandGrabInteractable.Slippiness; for details, please refer to the related documentation provided for that interface.
Signature
float Oculus.Interaction.HandGrab.HandGrabInteractable.Slippiness |
Awake
()
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractable.Awake() Returns override void |
Reset
()
|
Signature
virtual void Oculus.Interaction.HandGrab.HandGrabInteractable.Reset() Returns void |
Start
()
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractable.Start() Returns override void |
ApplyVelocities
(
linearVelocity
, angularVelocity
)
|
Obsolete: this was used to apply velocities from an Throw.IThrowVelocityCalculator, which is deprecated.
Velocity calculation capabilities are now a feature of Grabbable and should be controlled from there.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.ApplyVelocities(Vector3 linearVelocity, Vector3 angularVelocity) Parameters linearVelocity: Vector3angularVelocity: Vector3Returns void |
CalculateBestPose
(
userPose
, handScale
, handedness
, result
)
|
Implementation of IHandGrabInteractable.CalculateBestPose(Pose, float, Handedness, ref HandGrabResult); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.HandGrab.HandGrabInteractable.CalculateBestPose(Pose userPose, float handScale, Handedness handedness, ref HandGrabResult result) Parameters userPose: PosehandScale: floathandedness: Handednessresult: ref HandGrabResultReturns bool |
CalculateBestPose
(
userPose
, offset
, relativeTo
, handScale
, handedness
, result
)
|
Implementation of IHandGrabInteractable.CalculateBestPose(in Pose, in Pose, Transform, float, Handedness, ref HandGrabResult); for details, please refer to the related documentation provided for that interface.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.CalculateBestPose(in Pose userPose, in Pose offset, Transform relativeTo, float handScale, Handedness handedness, ref HandGrabResult result) Parameters userPose: in Poseoffset: in PoserelativeTo: TransformhandScale: floathandedness: Handednessresult: ref HandGrabResultReturns void |
GenerateMovement
(
from
, to
)
|
Implementation of IHandGrabInteractable.GenerateMovement(in Pose, in Pose); for details, please refer to the related documentation provided for that interface.
Signature
IMovement Oculus.Interaction.HandGrab.HandGrabInteractable.GenerateMovement(in Pose from, in Pose to) Parameters from: in Poseto: in PoseReturns IMovement |
InjectAllHandGrabInteractable
(
supportedGrabTypes
, rigidbody
, pinchGrabRules
, palmGrabRules
)
|
Convenience method combining InjectSupportedGrabTypes(GrabTypeFlags), InjectRigidbody(Rigidbody), InjectPinchGrabRules(GrabbingRule), and InjectPalmGrabRules(GrabbingRule).
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.InjectAllHandGrabInteractable(GrabTypeFlags supportedGrabTypes, Rigidbody rigidbody, GrabbingRule pinchGrabRules, GrabbingRule palmGrabRules) Parameters supportedGrabTypes: GrabTypeFlagsrigidbody: RigidbodypinchGrabRules: GrabbingRulepalmGrabRules: GrabbingRuleReturns void |
InjectOptionalHandGrabPoses
(
handGrabPoses
)
|
Adds a list of DistanceHandGrabInteractor as HandGrabPoses to a dynamically instantiated DistanceHandGrabInteractable.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.InjectOptionalHandGrabPoses(List< HandGrabPose > handGrabPoses) Parameters handGrabPoses: List< HandGrabPose >Returns void |
InjectOptionalMovementProvider
(
provider
)
|
Adds an IMovementProvider as MovementProvider to a dynamically instantiated DistanceHandGrabInteractable.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.InjectOptionalMovementProvider(IMovementProvider provider) Parameters provider: IMovementProviderReturns void |
InjectOptionalPhysicsGrabbable
(
physicsGrabbable
)
|
Obsolete: adds a PhysicsGrabbable to a dynamically instantiated GameObject.
This functionality is now provided as part of Grabbable and no longer needs to be handled independently. This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.InjectOptionalPhysicsGrabbable(PhysicsGrabbable physicsGrabbable) Parameters physicsGrabbable: PhysicsGrabbableReturns void |
InjectOptionalScoreModifier
(
scoreModifier
)
|
Adds a list of DistanceHandGrabInteractor as HandGrabPoses to a dynamically instantiated DistanceHandGrabInteractable.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.InjectOptionalScoreModifier(PoseMeasureParameters scoreModifier) Parameters scoreModifier: PoseMeasureParametersReturns void |
InjectPalmGrabRules
(
palmGrabRules
)
|
Adds a GrabbingRule as PalmGrabRules to a dynamically instantiated DistanceHandGrabInteractable.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.InjectPalmGrabRules(GrabbingRule palmGrabRules) Parameters palmGrabRules: GrabbingRuleReturns void |
InjectPinchGrabRules
(
pinchGrabRules
)
|
Adds a GrabbingRule as PinchGrabRules to a dynamically instantiated DistanceHandGrabInteractable.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.InjectPinchGrabRules(GrabbingRule pinchGrabRules) Parameters pinchGrabRules: GrabbingRuleReturns void |
InjectRigidbody
(
rigidbody
)
|
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.InjectRigidbody(Rigidbody rigidbody) Parameters rigidbody: RigidbodyReturns void |
InjectSupportedGrabTypes
(
supportedGrabTypes
)
|
Adds a GrabTypeFlags as SupportedGrabTypes in a dynamically instantiated DistanceHandGrabInteractable.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractable.InjectSupportedGrabTypes(GrabTypeFlags supportedGrabTypes) Parameters supportedGrabTypes: GrabTypeFlagsReturns void |
SupportsHandedness
(
handedness
)
|
Implementation of IHandGrabInteractable.SupportsHandedness(Handedness); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.HandGrab.HandGrabInteractable.SupportsHandedness(Handedness handedness) Parameters handedness: HandednessReturns bool |