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

HandGrabUseInteractable Class

This interactable specifies the final pose a hand will have, via HandGrabPoints, when using the interactable, and also the rules to use it.
It also provides the relaxed and tigh HandGrabPoses to modify the visual hand depending on the progress of the interaction. By default, it will update the Progress of the interaction to the strength of usage, but it is possible to reference a IHandGrabUseDelegate to derive this calculation to a separate script.

Properties

RelaxGrabPoints : List< HandGrabPose >
[Get]
Signature
List<HandGrabPose> Oculus.Interaction.HandGrab.HandGrabUseInteractable.RelaxGrabPoints
StrengthDeadzone : float
[Get][Set]
Signature
float Oculus.Interaction.HandGrab.HandGrabUseInteractable.StrengthDeadzone
TightGrabPoints : List< HandGrabPose >
[Get]
Signature
List<HandGrabPose> Oculus.Interaction.HandGrab.HandGrabUseInteractable.TightGrabPoints
UseFingers : GrabbingRule
[Get][Set]
Signature
GrabbingRule Oculus.Interaction.HandGrab.HandGrabUseInteractable.UseFingers
UseProgress : float
[Get]
Value indicating the progress of the use interaction.
Signature
float Oculus.Interaction.HandGrab.HandGrabUseInteractable.UseProgress
UseStrengthDeadZone : float
[Get]
Signature
float Oculus.Interaction.HandGrab.HandGrabUseInteractable.UseStrengthDeadZone

Protected Methods

Awake ()
Signature
override void Oculus.Interaction.HandGrab.HandGrabUseInteractable.Awake()
Returns
override void
Reset ()
Signature
virtual void Oculus.Interaction.HandGrab.HandGrabUseInteractable.Reset()
Returns
void
SelectingInteractorAdded ( interactor )
Signature
override void Oculus.Interaction.HandGrab.HandGrabUseInteractable.SelectingInteractorAdded(HandGrabUseInteractor interactor)
Parameters
Returns
override void
SelectingInteractorRemoved ( interactor )
Signature
override void Oculus.Interaction.HandGrab.HandGrabUseInteractable.SelectingInteractorRemoved(HandGrabUseInteractor interactor)
Parameters
Returns
override void

Methods

ComputeUseStrength ( strength )
Signature
float Oculus.Interaction.HandGrab.HandGrabUseInteractable.ComputeUseStrength(float strength)
Parameters
strength: float
Returns
float
FindBestHandPoses ( handScale , relaxedHandPose , tightHandPose , score )
Signature
bool Oculus.Interaction.HandGrab.HandGrabUseInteractable.FindBestHandPoses(float handScale, ref HandPose relaxedHandPose, ref HandPose tightHandPose, out float score)
Parameters
handScale: float
relaxedHandPose: ref HandPose
tightHandPose: ref HandPose
score: out float
Returns
bool
InjectOptionalForwardUseDelegate ( useDelegate )
Signature
void Oculus.Interaction.HandGrab.HandGrabUseInteractable.InjectOptionalForwardUseDelegate(IHandGrabUseDelegate useDelegate)
Parameters
Returns
void
InjectOptionalRelaxedHandGrabPoints ( relaxedHandGrabPoints )
Signature
void Oculus.Interaction.HandGrab.HandGrabUseInteractable.InjectOptionalRelaxedHandGrabPoints(List< HandGrabPose > relaxedHandGrabPoints)
Parameters
relaxedHandGrabPoints: List< HandGrabPose >
Returns
void
InjectOptionalTightHandGrabPoints ( tightHandGrabPoints )
Signature
void Oculus.Interaction.HandGrab.HandGrabUseInteractable.InjectOptionalTightHandGrabPoints(List< HandGrabPose > tightHandGrabPoints)
Parameters
tightHandGrabPoints: List< HandGrabPose >
Returns
void