m_controller
: OVRInput.Controller |
The OVRInput.Controller that should be reflected by the rendered assets.
OVRControllerHelper queries OVRInput and the underlying system for the appropriate controller data depending on the controller specified in this setting.
Signature
OVRInput.Controller m_controller |
m_modelMetaTouchPlusLeftController
: GameObject |
The root GameObject that represents the prefab for Meta Quest Plus Controller model (Left).
Signature
GameObject m_modelMetaTouchPlusLeftController |
m_modelMetaTouchPlusRightController
: GameObject |
The root GameObject that represents the Meta Quest Plus Controller model (Right).
Signature
GameObject m_modelMetaTouchPlusRightController |
m_modelMetaTouchProLeftController
: GameObject |
The root GameObject that represents the prefab that controls the Meta Touch Pro Controller model (Left).
Signature
GameObject m_modelMetaTouchProLeftController |
m_modelMetaTouchProRightController
: GameObject |
The root GameObject that represents the prefab for the Meta Touch Pro Controller model (Right).
Signature
GameObject m_modelMetaTouchProRightController |
m_modelOculusTouchQuest2LeftController
: GameObject |
The root GameObject that represents the prefab for the Oculus Touch for Quest 2 Controller model (Left).
Signature
GameObject m_modelOculusTouchQuest2LeftController |
m_modelOculusTouchQuest2RightController
: GameObject |
The root GameObject that represents the Oculus Touch for Quest 2 Controller model (Right).
Signature
GameObject m_modelOculusTouchQuest2RightController |
m_modelOculusTouchQuestAndRiftSLeftController
: GameObject |
The root GameObject that represents the prefab that controls the Oculus Touch for Quest And RiftS Controller model (Left).
You can assign this field from the Unity Editor to control which prefab is used to represent this controller type.
Signature
GameObject m_modelOculusTouchQuestAndRiftSLeftController |
m_modelOculusTouchQuestAndRiftSRightController
: GameObject |
The root GameObject that represents the prefab for the Oculus Touch for Quest And RiftS Controller model (Right).
Signature
GameObject m_modelOculusTouchQuestAndRiftSRightController |
m_modelOculusTouchRiftLeftController
: GameObject |
The root GameObject that represents the prefab that controls the Oculus Touch for Rift Controller model (Left).
This field can be assigned from the Unity Editor to control which prefab is used to represent this controller type.
Signature
GameObject m_modelOculusTouchRiftLeftController |
m_modelOculusTouchRiftRightController
: GameObject |
The root GameObject that represents the prefab that controls the Oculus Touch for Rift Controller model (Right).
This field can be assigned from the Unity Editor to control which prefab is used to represent this controller type.
Signature
GameObject m_modelOculusTouchRiftRightController |
m_showState
: OVRInput.InputDeviceShowState |
Determines if the controller should be hidden based on held state.
But default, this value is set to OVRInput.InputDeviceShowState.ControllerInHandOrNoHand.
Signature
OVRInput.InputDeviceShowState m_showState |
RayHelper
: OVRRayHelper |
An optional component for providing basic shell-like ray interaction functionality, highlighting where you're selecting in the UI and responding to pinches / button presses.
Signature
OVRRayHelper RayHelper |
showWhenHandsArePoweredByNaturalControllerPoses
: bool |
If controller-driven hand poses is on, and the mode is Natural, controllers will be hidden unless this is true; in other words, enabling this setting will cause the controller visuals to be rendered while controller-driven hands are enabled in Natural mode.
Signature
bool showWhenHandsArePoweredByNaturalControllerPoses |
GetHand
()
|
Queries the handedness of an associated Oculus Touch controller.
Because this method only checks for equivalency to OVRInput.Controller.LTouch, it cannot be used to accurately query the handedness of non-Oculus Touch controllers as, even for OVRInput.Controller.LHand, it will return OVRPlugin.Hand.HandRight.
Signature
OVRPlugin.Hand GetHand() Returns OVRPlugin.Hand
OVRPlugin.Hand.HandLeft if the associated controller is OVRInput.Controller.LTouch, otherwise returns OVRPlugin.Hand.HandRight.
|
GetPointerRayTransform
()
|
Retrieves the Unity Transform which should be used as the origin of raycasts from the associated controller.
Specifically, raycasts should begin at the position and proceed in the forward direction of the returned transform.
Signature
Transform GetPointerRayTransform() Returns Transform
The source transform for raycasts from the associated controller
|
InputFocusAquired
()
|
Sets the associated controller to have input focus.
This is typically invoked in response to a button press or other clearly-intentional input and is used for purposes such as showing pointer rays, etc.
Signature
void InputFocusAquired() Returns void |
InputFocusLost
()
|
Sets the associated controller to not have input focus.
This is typically invoked in response to a button press or other clearly-intentional input on a different controller and is used for purposes such as hiding pointer rays, etc.
Signature
void InputFocusLost() Returns void |
IsActive
()
|
Checks whether the associated controller is considered to be "active," i.e.
in use. Unrelated to Unity's built-in Behaviour.isActiveAndEnabled property or any other Unity-related concept of activity.
Signature
bool IsActive() Returns bool
True if the associated controller is active, false otherwise
|
IsPressed
()
|
Checks whether the state of the associated controller is "pressed," a convenience wrapper around checking OVRInput.GetDown(OVRInput.Button, OVRInput.Controller) on the OVRInput.Button.PrimaryIndexTrigger.
Signature
bool IsPressed() Returns bool
True if the primary index trigger is down, false otherwise
|
IsReleased
()
|
Checks whether the state of the associated controller is "released," a convenience wrapper around checking OVRInput.GetUp(OVRInput.Button, OVRInput.Controller) on the OVRInput.Button.PrimaryIndexTrigger.
Signature
bool IsReleased() Returns bool
True if the primary index trigger is up, false otherwise
|
IsValid
()
|
Checks whether or not this OVRControllerHelper instance has been Destroyed; a convenience wrapper around the Unity idiomatic this != null check.
Signature
bool IsValid() Returns bool
True if this instance has been Destroyed, false otherwise
|
UpdatePointerRay
(
rayData
)
|
If RayHelper is set, applies the provided OVRInputRayData to that helper and sets its activation and strength based on the OVRInput.Button.PrimaryIndexTrigger of the associated controller.
Does nothing if RayHelper is null.
Signature
void UpdatePointerRay(OVRInputRayData rayData) Parameters Returns void |