_pointIds
: List< int > |
Signature
List<int> Oculus.Interaction.PointableElement._pointIds |
_points
: List< Pose > |
Signature
List<Pose> Oculus.Interaction.PointableElement._points |
_selectingPointIds
: List< int > |
Signature
List<int> Oculus.Interaction.PointableElement._selectingPointIds |
_selectingPoints
: List< Pose > |
Signature
List<Pose> Oculus.Interaction.PointableElement._selectingPoints |
_started
: bool |
Signature
bool Oculus.Interaction.PointableElement._started |
Points
: List< Pose > |
The set of all points (positions and orientations) to which anything is currently "pointing" without selecting; i.e., the set of locations at which hovering interactions currently exist.
Signature
List<Pose> Oculus.Interaction.PointableElement.Points |
PointsCount
: int |
Convenience method for counting the number of elements in Points; equivalent to calling Points.Count.
Signature
int Oculus.Interaction.PointableElement.PointsCount |
SelectingPoints
: List< Pose > |
The set of all points (positions and orientations) to which anything is currently "pointing" while selecting; i.e., the set of locations at which select interactions currently exist.
Signature
List<Pose> Oculus.Interaction.PointableElement.SelectingPoints |
SelectingPointsCount
: int |
Convenience method for counting the number of elements in SelectingPoints; equivalent to calling SelectingPoints.Count.
Signature
int Oculus.Interaction.PointableElement.SelectingPointsCount |
AddNewPointsToFront
: bool
[Get][Set] |
If checked, when you select an object, that hand’s Vector3 points are added to the beginning of the list of Vector3 points instead of the end.
This property has very unique use cases, so in most cases you should use TransferOnSecondSelection instead.
Signature
bool Oculus.Interaction.PointableElement.AddNewPointsToFront |
ForwardElement
: IPointableElement
[Get] |
Optional IPointableElement to which this element will automatically forward its PointerEvents.
This is equivalent to programmatically adding that element's IPointableElement.ProcessPointerEvent(PointerEvent) method as a handler to this element's WhenPointerEventRaised event; this property simplyl allows that relationship to be set up in the UnityEditor.
Signature
IPointableElement Oculus.Interaction.PointableElement.ForwardElement |
TransferOnSecondSelection
: bool
[Get][Set] |
If checked, if you’re selecting an object with one hand and then select it with the other hand, the original hand is forced to release the object.
Signature
bool Oculus.Interaction.PointableElement.TransferOnSecondSelection |
WhenPointerEventRaised
: Action< PointerEvent > |
Implementation of IPointable.WhenPointerEventRaised; for details, please refer to the related documentation provided for that interface.
Signature
Action<PointerEvent> Oculus.Interaction.PointableElement.WhenPointerEventRaised |
Awake
()
|
Signature
virtual void Oculus.Interaction.PointableElement.Awake() Returns void |
OnDisable
()
|
Signature
virtual void Oculus.Interaction.PointableElement.OnDisable() Returns void |
OnEnable
()
|
Signature
virtual void Oculus.Interaction.PointableElement.OnEnable() Returns void |
PointableElementUpdated
(
evt
)
|
Signature
virtual void Oculus.Interaction.PointableElement.PointableElementUpdated(PointerEvent evt) Parameters evt: PointerEventReturns void |
Start
()
|
Signature
virtual void Oculus.Interaction.PointableElement.Start() Returns void |
InjectOptionalForwardElement
(
forwardElement
)
|
Sets an IPointableElement to which a dynamically instantiated PointableElement should forward its PointerEvents.
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.PointableElement.InjectOptionalForwardElement(IPointableElement forwardElement) Parameters forwardElement: IPointableElementReturns void |
ProcessPointerEvent
(
evt
)
|
Implementation of IPointableElement.ProcessPointerEvent(PointerEvent); for details, please refer to the related documentation provided for that interface.
Signature
virtual void Oculus.Interaction.PointableElement.ProcessPointerEvent(PointerEvent evt) Parameters evt: PointerEventReturns void |