Handedness
: Handedness |
Implementation of IController.Handedness; for details, please refer to the related documentation provided for that interface.
Signature
virtual Handedness Oculus.Interaction.Input.Controller.Handedness |
Scale
: float |
Implementation of IController.Scale; for details, please refer to the related documentation provided for that interface.
Signature
virtual float Oculus.Interaction.Input.Controller.Scale |
ControllerInput
: ControllerInput
[Get] |
Implementation of IController.ControllerInput; for details, please refer to the related documentation provided for that interface.
Signature
virtual ControllerInput Oculus.Interaction.Input.Controller.ControllerInput |
IsConnected
: bool
[Get] |
Implementation of IController.IsConnected; for details, please refer to the related documentation provided for that interface.
Signature
virtual bool Oculus.Interaction.Input.Controller.IsConnected |
IsPointerPoseValid
: bool
[Get] |
Checks whether a valid "pointer pose" is currently available.
See IController.TryGetPointerPose(out Pose) for details on what a pointer pose is.
Signature
virtual bool Oculus.Interaction.Input.Controller.IsPointerPoseValid |
IsPoseValid
: bool
[Get] |
Implementation of IController.IsPoseValid; for details, please refer to the related documentation provided for that interface.
Signature
virtual bool Oculus.Interaction.Input.Controller.IsPoseValid |
WhenUpdated
: Action |
Implementation of IController.WhenUpdated; for details, please refer to the related documentation provided for that interface.
Signature
virtual Action Oculus.Interaction.Input.Controller.WhenUpdated |
Apply
(
data
)
|
Signature
override void Oculus.Interaction.Input.Controller.Apply(ControllerDataAsset data) Parameters data: ControllerDataAssetReturns override void |
InjectAllController
(
updateMode
, updateAfter
, modifyDataFromSource
, applyModifier
)
|
Wrapper for DataModifier<TData>.InjectAllDataModifier(DataSource<TData>.UpdateModeFlags, IDataSource, IDataSource<TData>, bool), for injecting the required dependencies to a dynamically-allocated Controller instance.
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.Input.Controller.InjectAllController(UpdateModeFlags updateMode, IDataSource updateAfter, IDataSource< ControllerDataAsset > modifyDataFromSource, bool applyModifier) Parameters updateMode: UpdateModeFlagsupdateAfter: IDataSourcemodifyDataFromSource: IDataSource< ControllerDataAsset >applyModifier: boolReturns void |
IsButtonUsageAllActive
(
buttonUsage
)
|
Implementation of IController.IsButtonUsageAllActive(ControllerButtonUsage); for details, please refer to the related documentation provided for that interface.
Signature
virtual bool Oculus.Interaction.Input.Controller.IsButtonUsageAllActive(ControllerButtonUsage buttonUsage) Parameters buttonUsage: ControllerButtonUsageReturns bool |
IsButtonUsageAnyActive
(
buttonUsage
)
|
Implementation of IController.IsButtonUsageAnyActive(ControllerButtonUsage); for details, please refer to the related documentation provided for that interface.
Signature
virtual bool Oculus.Interaction.Input.Controller.IsButtonUsageAnyActive(ControllerButtonUsage buttonUsage) Parameters buttonUsage: ControllerButtonUsageReturns bool |
MarkInputDataRequiresUpdate
()
|
Overrides and encapsulates DataSource<TData>.MarkInputDataRequiresUpdate, augmenting the behavior of the base type's method by invoking WhenUpdated to notify observers of the occurrence.
Signature
override void Oculus.Interaction.Input.Controller.MarkInputDataRequiresUpdate() Returns override void |
TryGetPointerPose
(
pose
)
|
Implementation of IController.TryGetPointerPose(out Pose); for details, please refer to the related documentation provided for that interface.
Signature
virtual bool Oculus.Interaction.Input.Controller.TryGetPointerPose(out Pose pose) Parameters pose: out PoseReturns bool |
TryGetPose
(
pose
)
|
Implementation of IController.TryGetPose(out Pose); for details, please refer to the related documentation provided for that interface.
Signature
virtual bool Oculus.Interaction.Input.Controller.TryGetPose(out Pose pose) Parameters pose: out PoseReturns bool |