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

IHandGrabState Interface

Interface for interactors that allow aligning to an object.
Contains information to drive the HandGrabStateVisual, moving the fingers and wrist of the rendered hand to emulate the real pose of the tracked hand as closely as possible while still representing a grab.

Properties

FingersStrength : float
[Get]
Value indicating the degree to which the fingers of the HandGrabStateVisual should conform to the grab pose versus the tracked pose.
Signature
float Oculus.Interaction.HandGrab.IHandGrabState.FingersStrength
HandGrabTarget : HandGrabTarget
[Get]
The HandGrabTarget associated with this specific IHandGrabState instance.
Signature
HandGrabTarget Oculus.Interaction.HandGrab.IHandGrabState.HandGrabTarget
IsGrabbing : bool
[Get]
Property indicating whether or not the hand associated with this IHandGrabState instance is grabbing.
Certain HandGrabStateVisual features can apply even when the hand is not grabbing; for example, for a target with HandGrabTarget.HandAlignment set to HandAlignType.AttractOnHover, the HandGrabStateVisual can apply behavior even without grabbing.
Signature
bool Oculus.Interaction.HandGrab.IHandGrabState.IsGrabbing
WristStrength : float
[Get]
Value indicating the degree to which the wrist of the HandGrabStateVisual should conform to the grab pose versus the tracked pose.
Signature
float Oculus.Interaction.HandGrab.IHandGrabState.WristStrength
WristToGrabPoseOffset : Pose
[Get]
Pose of the grab point relative to the wrist joint; used by HandGrabInteraction to calculate the position in world space from which PointerEvents (among other outputs) should be generated.
Signature
Pose Oculus.Interaction.HandGrab.IHandGrabState.WristToGrabPoseOffset

Methods

GrabbingFingers ()
Returns a bit mask representing the fingers that are currently grabbing the interactable.
Note that, because the returned value is a bit mask, it should not be checked directly against enum values as it may not appear in the enum at all. Instead, bitwise operations should be used to check for the presence of enum values within the mask: i.e., (mask & <see cref="HandFingerFlags.Thumb"/>) != 0.
Signature
HandFingerFlags Oculus.Interaction.HandGrab.IHandGrabState.GrabbingFingers()
Returns
HandFingerFlags