_started
: bool |
Signature
bool Oculus.Interaction.Locomotion.LocomotionGate._started |
ActiveMode
: LocomotionMode
[Get] |
The current active LocomotionMode determined by the shape and orientation of the assigned IHand.
Signature
LocomotionMode Oculus.Interaction.Locomotion.LocomotionGate.ActiveMode |
CurrentAngle
: float
[Get] |
The current hand angle computed by this component, using the orientation of the Hand.
Signature
float Oculus.Interaction.Locomotion.LocomotionGate.CurrentAngle |
Hand
: IHand
[Get] |
The IHand that provides orientation data to this component.
Signature
IHand Oculus.Interaction.Locomotion.LocomotionGate.Hand |
StabilizationPose
: Pose
[Get] |
A pose used for hand stabilization, derived from the shoulder-to-hand orientation.
Signature
Pose Oculus.Interaction.Locomotion.LocomotionGate.StabilizationPose |
WhenActiveModeChanged
: Action< LocomotionModeEventArgs > |
This event is raised whenever the active locomotion mode is changed (see ActiveMode).
Signature
Action<LocomotionModeEventArgs> Oculus.Interaction.Locomotion.LocomotionGate.WhenActiveModeChanged |
WristDirection
: Vector3
[Get] |
The wrist direction of the Hand.
Signature
Vector3 Oculus.Interaction.Locomotion.LocomotionGate.WristDirection |
Awake
()
|
Signature
virtual void Oculus.Interaction.Locomotion.LocomotionGate.Awake() Returns void |
OnDisable
()
|
Signature
virtual void Oculus.Interaction.Locomotion.LocomotionGate.OnDisable() Returns void |
OnEnable
()
|
Signature
virtual void Oculus.Interaction.Locomotion.LocomotionGate.OnEnable() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.Locomotion.LocomotionGate.Start() Returns void |
Cancel
()
|
Disables the Gate, forcing the user to perform the disable shape and then the enable shape
Signature
void Oculus.Interaction.Locomotion.LocomotionGate.Cancel() Returns void |
Disable
()
|
Disables the Gate, forcing the user to perform the enable shape
Signature
void Oculus.Interaction.Locomotion.LocomotionGate.Disable() Returns void |
InjectAllLocomotionGate
(
hand
, shoulder
, enableShape
, disableShape
, turningState
, teleportState
, gateSections
)
|
Injects all required dependencies for a dynamically instantiated LocomotionGate.
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.Locomotion.LocomotionGate.InjectAllLocomotionGate(IHand hand, Transform shoulder, IActiveState enableShape, IActiveState disableShape, VirtualActiveState turningState, VirtualActiveState teleportState, GateSection[] gateSections) Parameters hand: IHandshoulder: TransformenableShape: IActiveStatedisableShape: IActiveStateturningState: VirtualActiveStateteleportState: VirtualActiveStategateSections: GateSection []Returns void |
InjectDisableShape
(
disableShape
)
|
Sets the underlying IActiveState disable shape for a dynamically instantiated LocomotionGate.
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.Locomotion.LocomotionGate.InjectDisableShape(IActiveState disableShape) Parameters disableShape: IActiveStateReturns void |
InjectEnableShape
(
enableShape
)
|
Sets the underlying IActiveState enable shape for a dynamically instantiated LocomotionGate.
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.Locomotion.LocomotionGate.InjectEnableShape(IActiveState enableShape) Parameters enableShape: IActiveStateReturns void |
InjectGateSections
(
gateSections
)
|
Sets the underlying GateSection set for a dynamically instantiated LocomotionGate.
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.Locomotion.LocomotionGate.InjectGateSections(GateSection[] gateSections) Parameters gateSections: GateSection []Returns void |
InjectHand
(
hand
)
|
Sets the underlying IHand for a dynamically instantiated LocomotionGate.
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.Locomotion.LocomotionGate.InjectHand(IHand hand) Parameters hand: IHandReturns void |
InjectShoulder
(
shoulder
)
|
Sets the underlying shoulder transform for a dynamically instantiated LocomotionGate.
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.Locomotion.LocomotionGate.InjectShoulder(Transform shoulder) Parameters shoulder: TransformReturns void |
InjectTeleportState
(
teleportState
)
|
Sets the underlying VirtualActiveState for a dynamically instantiated LocomotionGate representing the teleport state.
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.Locomotion.LocomotionGate.InjectTeleportState(VirtualActiveState teleportState) Parameters teleportState: VirtualActiveStateReturns void |
InjectTurningState
(
turningState
)
|
Sets the underlying VirtualActiveState for a dynamically instantiated LocomotionGate representing the turning state.
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.Locomotion.LocomotionGate.InjectTurningState(VirtualActiveState turningState) Parameters turningState: VirtualActiveStateReturns void |
canEnterDirectly
: bool |
Determines if this gate can be entered from LocomotionMode.None, or if it must be entered from another gate.
Signature
bool Oculus.Interaction.Locomotion.LocomotionGate.GateSection.canEnterDirectly |
locomotionMode
: LocomotionMode |
The locomotion mode that this gate represents.
Signature
LocomotionMode Oculus.Interaction.Locomotion.LocomotionGate.GateSection.locomotionMode |
maxAngle
: float |
The maximum detection angle.
Signature
float Oculus.Interaction.Locomotion.LocomotionGate.GateSection.maxAngle |
minAngle
: float |
The minimum detection angle.
Signature
float Oculus.Interaction.Locomotion.LocomotionGate.GateSection.minAngle |
ScoreToAngle
(
angle
)
|
Translates the provided angle to a scoring factor, which is used to determine which gate should be entered.
Signature
float Oculus.Interaction.Locomotion.LocomotionGate.GateSection.ScoreToAngle(float angle) Parameters angle: float
The input angle to score.
Returns float
The score of this gate determined by the input angle.
|
| Member |
|---|
None |
Teleport |
Turn |