API reference
API reference
Select your platform
No SDKs available
No versions available

HandDataAsset Class

The data asset used by DataModifier<HandDataAsset> to pipe data through the DataModifier<TData> stack, and contains hand state data.

Fields

Config : HandDataSourceConfig
This data object contains configuration data that is shuttled through the DataModifier<TData> stack.
Signature
HandDataSourceConfig Oculus.Interaction.Input.HandDataAsset.Config
FingerPinchStrength : float []
An array of values representing finger pinch states, where the strength value represents the strength of the pinch being provided for each finger.
This array is indexed by the values of the HandFinger enum.
Signature
float [] Oculus.Interaction.Input.HandDataAsset.FingerPinchStrength
HandScale : float
The scale of the hand as provided by the system.
Signature
float Oculus.Interaction.Input.HandDataAsset.HandScale
IsConnected : bool
Is the hand a connected input device to the headset.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsConnected
IsDataValid : bool
Is the data in this asset considered valid.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsDataValid
IsDataValidAndConnected : bool
Convenience property which returns true if IsDataValid and IsConnected are both true.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsDataValidAndConnected
IsDominantHand : bool
True if this hand is considered the dominant hand, as set by the system handedness.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsDominantHand
IsFingerHighConfidence : bool []
Similar to IsHighConfidence but per-finger.
Represents the tracking system's confidence in the accuracy of each finger. This array is indexed by the values of the HandFinger enum.
Signature
bool [] Oculus.Interaction.Input.HandDataAsset.IsFingerHighConfidence
IsFingerPinching : bool []
An array of booleans representing finger pinch states, where True represents a finger that is performing a pinch gesture.
This array is indexed by the values of the HandFinger enum.
Signature
bool [] Oculus.Interaction.Input.HandDataAsset.IsFingerPinching
IsHighConfidence : bool
True if the tracking system considers the tracking data as high confidence, which can be used to determine how accurate the supplied pose data is.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsHighConfidence
IsTracked : bool
Is the hand being tracked by the headset.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsTracked
Joints : Quaternion []
An array containing joint orientations of the hand skeleton.
This array is indexed by the integer values of the HandJointId enum.
Signature
Quaternion [] Oculus.Interaction.Input.HandDataAsset.Joints
PointerPose : Pose
The pointer pose for the hand, which is generally used as the raycast source pose.
See PointerPoseOrigin for information on how this pose was created.
Signature
Pose Oculus.Interaction.Input.HandDataAsset.PointerPose
PointerPoseOrigin : PoseOrigin
Information about how PointerPose was created, for example whether it is the raw pose from tracking, or whether is has been filtered or modified in the DataModifier<TData> stack.
Signature
PoseOrigin Oculus.Interaction.Input.HandDataAsset.PointerPoseOrigin
Root : Pose
The root pose of the hand, which typically represents the wrist position.
See RootPoseOrigin for information on how this pose was created.
Signature
Pose Oculus.Interaction.Input.HandDataAsset.Root
RootPoseOrigin : PoseOrigin
Information about how RootPose was created, for example whether it is the raw pose from tracking, or whether is has been filtered or modified in the DataModifier<TData> stack.
Signature
PoseOrigin Oculus.Interaction.Input.HandDataAsset.RootPoseOrigin

Methods

CopyFrom ( source )
Copies the provided HandDataAsset into the caller.
Signature
void Oculus.Interaction.Input.HandDataAsset.CopyFrom(HandDataAsset source)
Parameters
source: HandDataAsset  The source to copy from.
Returns
void
CopyPosesFrom ( source )
Copies only pose data from a provided HandDataAsset into the caller.
Signature
void Oculus.Interaction.Input.HandDataAsset.CopyPosesFrom(HandDataAsset source)
Parameters
source: HandDataAsset  The source to copy from.
Returns
void