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Hand Class

Fields

Handedness : Handedness
Implementation of IHand.Handedness; for details, please refer to the related documentation provided for that interface.
Signature
Handedness Oculus.Interaction.Input.Hand.Handedness
HandSkeleton : HandSkeleton
Returns the HandSkeleton containing the most recent tracking data from the system for the represented tracked hand.
Signature
HandSkeleton Oculus.Interaction.Input.Hand.HandSkeleton
IsConnected : bool
Implementation of IHand.IsConnected; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.IsConnected
IsDominantHand : bool
Implementation of IHand.IsDominantHand; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.IsDominantHand
IsHighConfidence : bool
Implementation of IHand.IsHighConfidence; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.IsHighConfidence
IsPointerPoseValid : bool
Implementation of IHand.IsPointerPoseValid; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.IsPointerPoseValid
IsTrackedDataValid : bool
Implementation of IHand.IsTrackedDataValid; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.IsTrackedDataValid
Scale : float
Implementation of IHand.Scale; for details, please refer to the related documentation provided for that interface.
Signature
float Oculus.Interaction.Input.Hand.Scale
TrackingToWorldTransformer : ITrackingToWorldTransformer
Returns an ITrackingToWorldTransformer for the tracking space associated with this hand, capable of transforming tracking data from tracking space to world space.
Signature
ITrackingToWorldTransformer Oculus.Interaction.Input.Hand.TrackingToWorldTransformer

Events

WhenHandUpdated : Action
Implementation of IHand.WhenHandUpdated; for details, please refer to the related documentation provided for that interface.
Signature
Action Oculus.Interaction.Input.Hand.WhenHandUpdated

Protected Methods

Apply ( data )
Signature
override void Oculus.Interaction.Input.Hand.Apply(HandDataAsset data)
Parameters
Returns
override void

Methods

GetFingerIsHighConfidence ( finger )
Implementation of IHand.GetFingerIsHighConfidence(HandFinger); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetFingerIsHighConfidence(HandFinger finger)
Parameters
finger: HandFinger
Returns
bool
GetFingerIsPinching ( finger )
Implementation of IHand.GetFingerIsPinching(HandFinger); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetFingerIsPinching(HandFinger finger)
Parameters
finger: HandFinger
Returns
bool
GetFingerPinchStrength ( finger )
Implementation of IHand.GetFingerPinchStrength(HandFinger); for details, please refer to the related documentation provided for that interface.
Signature
float Oculus.Interaction.Input.Hand.GetFingerPinchStrength(HandFinger finger)
Parameters
finger: HandFinger
Returns
float
GetIndexFingerIsPinching ()
Implementation of IHand.GetIndexFingerIsPinching; for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetIndexFingerIsPinching()
Returns
bool
GetJointPose ( handJointId , pose )
Implementation of IHand.GetJointPose(HandJointId, out Pose); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetJointPose(HandJointId handJointId, out Pose pose)
Parameters
handJointId: HandJointId
pose: out Pose
Returns
bool
GetJointPoseFromWrist ( handJointId , pose )
Implementation of IHand.GetJointPoseFromWrist(HandJointId, out Pose); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetJointPoseFromWrist(HandJointId handJointId, out Pose pose)
Parameters
handJointId: HandJointId
pose: out Pose
Returns
bool
GetJointPoseLocal ( handJointId , pose )
Implementation of IHand.GetJointPoseLocal(HandJointId, out Pose); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetJointPoseLocal(HandJointId handJointId, out Pose pose)
Parameters
handJointId: HandJointId
pose: out Pose
Returns
bool
GetJointPosesFromWrist ( jointPosesFromWrist )
Implementation of IHand.GetJointPosesFromWrist(out ReadOnlyHandJointPoses); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetJointPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist)
Parameters
jointPosesFromWrist: out ReadOnlyHandJointPoses
Returns
bool
GetJointPosesLocal ( localJointPoses )
Implementation of IHand.GetJointPosesLocal(out ReadOnlyHandJointPoses); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetJointPosesLocal(out ReadOnlyHandJointPoses localJointPoses)
Parameters
localJointPoses: out ReadOnlyHandJointPoses
Returns
bool
GetPalmPoseLocal ( pose )
Implementation of IHand.GetPalmPoseLocal(out Pose); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetPalmPoseLocal(out Pose pose)
Parameters
pose: out Pose
Returns
bool
GetPointerPose ( pose )
Implementation of IHand.GetPointerPose(out Pose); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetPointerPose(out Pose pose)
Parameters
pose: out Pose
Returns
bool
GetRootPose ( pose )
Implementation of IHand.GetRootPose(out Pose); for details, please refer to the related documentation provided for that interface.
Signature
bool Oculus.Interaction.Input.Hand.GetRootPose(out Pose pose)
Parameters
pose: out Pose
Returns
bool
InjectAllHand ( updateMode , updateAfter , modifyDataFromSource , applyModifier )
Injects all required dependencies for a dynamically instantiated Hand; because the only required dependencies are those of the underlying DataModifier<TData>, this simply wraps DataModifier<TData>.InjectAllDataModifier(DataSource<TData>.UpdateModeFlags, IDataSource).
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.Hand.InjectAllHand(UpdateModeFlags updateMode, IDataSource updateAfter, DataModifier< HandDataAsset > modifyDataFromSource, bool applyModifier)
Parameters
updateMode: UpdateModeFlags
updateAfter: IDataSource
modifyDataFromSource: DataModifier< HandDataAsset >
applyModifier: bool
Returns
void
MarkInputDataRequiresUpdate ()
Implementation of DataSource<TData>.MarkInputDataRequiresUpdate; for details, please refer to the related documentation provided for that interface.
Signature
override void Oculus.Interaction.Input.Hand.MarkInputDataRequiresUpdate()
Returns
override void