_started
: bool |
Signature
bool Oculus.Interaction.HandJoint._started |
Hand
: IHand
[Get] | |
HandJointId
: HandJointId
[Get][Set] |
Gets and sets the HandJointId for this joint.
This value is useful when mapping HandJoints to visualizations or other logic which must distinguish between the various tracked joints.
Signature
HandJointId Oculus.Interaction.HandJoint.HandJointId |
LocalPositionOffset
: Vector3
[Get][Set] |
Gets and sets the position offset associated with this HandJoint.
This is a low-level value which characterizes the expected shapes of certain tracked hand features (for example, phalanges, a.k.a. finger bones) according to the tracking system's hand model. These values can be set to fundamentally change the shape produced by hand tracking data, but this is something only experts should consider trying.
Signature
Vector3 Oculus.Interaction.HandJoint.LocalPositionOffset |
MirrorOffsetsForLeftHand
: bool
[Get][Set] |
When the attached IHand's handedness is set to Left, this property will mirror the offsets.
This allows for offset values to be set in Right hand coordinates for both Left and Right hands.
Signature
bool Oculus.Interaction.HandJoint.MirrorOffsetsForLeftHand |
RotationOffset
: Quaternion
[Get][Set] |
Gets and sets the rotation offset associated with this HandJoint.
This is a low-level value which characterizes the expected relative orientations of certain tracked hand features (for example, phalanges, a.k.a. finger bones) when compared to the tracking data of a given hand tracking system. These values can be set to fundamentally change the shape produced by hand tracking data, but this is something only experts should consider trying.
Signature
Quaternion Oculus.Interaction.HandJoint.RotationOffset |
Awake
()
|
Signature
virtual void Oculus.Interaction.HandJoint.Awake() Returns void |
OnDisable
()
|
Signature
virtual void Oculus.Interaction.HandJoint.OnDisable() Returns void |
OnEnable
()
|
Signature
virtual void Oculus.Interaction.HandJoint.OnEnable() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.HandJoint.Start() Returns void |
InjectAllHandJoint
(
hand
)
|
Convenience method for injecting all requirements to a dynamically instantiated HandJoint.
Because the only requirement of HandJoint is an IHand, this simply wraps InjectHand(IHand). 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.HandJoint.InjectAllHandJoint(IHand hand) Parameters hand: IHandReturns void |
InjectHand
(
hand
)
|
Adds an IHand to a dynamically instantiated HandJoint.
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.HandJoint.InjectHand(IHand hand) Parameters hand: IHandReturns void |