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 |
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 |
Apply
(
data
)
|
Signature
override void Oculus.Interaction.Input.Hand.Apply(HandDataAsset data) Parameters data: HandDataAssetReturns override void |
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: HandFingerReturns 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: HandFingerReturns 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: HandFingerReturns 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: HandJointIdpose: out PoseReturns 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: HandJointIdpose: out PoseReturns 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: HandJointIdpose: out PoseReturns 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 ReadOnlyHandJointPosesReturns 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 ReadOnlyHandJointPosesReturns 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 PoseReturns 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 PoseReturns 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 PoseReturns 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: UpdateModeFlagsupdateAfter: IDataSourcemodifyDataFromSource: DataModifier< HandDataAsset >applyModifier: boolReturns 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 |