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PokeInteractable Class

Makes an object pokable.

Properties

CancelSelectNormal : float
[Get][Set]
Signature
float Oculus.Interaction.PokeInteractable.CancelSelectNormal
CancelSelectTangent : float
[Get][Set]
Signature
float Oculus.Interaction.PokeInteractable.CancelSelectTangent
CloseDistanceThreshold : float
[Get][Set]
Signature
float Oculus.Interaction.PokeInteractable.CloseDistanceThreshold
DragThresholds : DragThresholdsConfig
[Get][Set]
Signature
DragThresholdsConfig Oculus.Interaction.PokeInteractable.DragThresholds
EnterHoverNormal : float
[Get][Set]
Signature
float Oculus.Interaction.PokeInteractable.EnterHoverNormal
EnterHoverTangent : float
[Get][Set]
Signature
float Oculus.Interaction.PokeInteractable.EnterHoverTangent
ExitHoverNormal : float
[Get][Set]
Signature
float Oculus.Interaction.PokeInteractable.ExitHoverNormal
ExitHoverTangent : float
[Get][Set]
Signature
float Oculus.Interaction.PokeInteractable.ExitHoverTangent
MinThresholds : MinThresholdsConfig
[Get][Set]
Signature
MinThresholdsConfig Oculus.Interaction.PokeInteractable.MinThresholds
PositionPinning : PositionPinningConfig
[Get][Set]
Signature
PositionPinningConfig Oculus.Interaction.PokeInteractable.PositionPinning
RecoilAssist : RecoilAssistConfig
[Get][Set]
Signature
RecoilAssistConfig Oculus.Interaction.PokeInteractable.RecoilAssist
SurfacePatch : ISurfacePatch
[Get]
Signature
ISurfacePatch Oculus.Interaction.PokeInteractable.SurfacePatch
TiebreakerScore : int
[Get][Set]
Signature
int Oculus.Interaction.PokeInteractable.TiebreakerScore

Protected Methods

Awake ()
Signature
override void Oculus.Interaction.PokeInteractable.Awake()
Returns
override void
Start ()
Signature
override void Oculus.Interaction.PokeInteractable.Start()
Returns
override void

Methods

ClosestBackingSurfaceHit ( point , hit )
Signature
bool Oculus.Interaction.PokeInteractable.ClosestBackingSurfaceHit(Vector3 point, out SurfaceHit hit)
Parameters
point: Vector3
hit: out SurfaceHit
Returns
bool
ClosestSurfacePatchHit ( point , hit )
Signature
bool Oculus.Interaction.PokeInteractable.ClosestSurfacePatchHit(Vector3 point, out SurfaceHit hit)
Parameters
point: Vector3
hit: out SurfaceHit
Returns
bool
InjectAllPokeInteractable ( surfacePatch )
Sets all the required values for a Poke Interactable on a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.PokeInteractable.InjectAllPokeInteractable(ISurfacePatch surfacePatch)
Parameters
surfacePatch: ISurfacePatch
Returns
void
InjectSurfacePatch ( surfacePatch )
Sets a surface patch for a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.PokeInteractable.InjectSurfacePatch(ISurfacePatch surfacePatch)
Parameters
surfacePatch: ISurfacePatch
Returns
void

Inner Classes

DragThresholdsConfig Class

Configures the drag thresholds, which are useful for distinguishing between press and drag and suppressing move pointer events when a poke interactor follows a pressing motion.

Fields

DragEaseCurve : ProgressCurve
The curve that a poke interactor will use to ease when transitioning between a press and drag state.
Signature
ProgressCurve Oculus.Interaction.PokeInteractable.DragThresholdsConfig.DragEaseCurve
DragNormal : float
The distance a poke interactor must travel to be treated as a press, measured along the normal to the surface (in meters).
Signature
float Oculus.Interaction.PokeInteractable.DragThresholdsConfig.DragNormal
DragTangent : float
The distance a poke interactor must travel to be treated as a press, measured along the tangent plane to the surface (in meters.
Signature
float Oculus.Interaction.PokeInteractable.DragThresholdsConfig.DragTangent
Enabled : bool
Signature
bool Oculus.Interaction.PokeInteractable.DragThresholdsConfig.Enabled

MinThresholdsConfig Class

Configures the minimum distance required for a poke interactor to surpass before it can hover.

Fields

Enabled : bool
Signature
bool Oculus.Interaction.PokeInteractable.MinThresholdsConfig.Enabled
MinNormal : float
The minimum distance required for a poke interactor to surpass before being able to hover, measured along the normal to the surface (in meters).
Signature
float Oculus.Interaction.PokeInteractable.MinThresholdsConfig.MinNormal

PositionPinningConfig Class

Position pinning is applied to surface motion during drag.
Useful for adding a sense of friction to initial drag motion.

Fields

Enabled : bool
Signature
bool Oculus.Interaction.PokeInteractable.PositionPinningConfig.Enabled
MaxPinDistance : float
The distance over which a poke interactor drag motion will be remapped to the surface (in meters).
Signature
float Oculus.Interaction.PokeInteractable.PositionPinningConfig.MaxPinDistance
PinningEaseCurve : AnimationCurve
The poke interactor position will be remapped along this curve from the initial touch point to the current position on surface.
Signature
AnimationCurve Oculus.Interaction.PokeInteractable.PositionPinningConfig.PinningEaseCurve
ResyncCurve : ProgressCurve
In cases where a resync is necessary between the pinned position and the unpinned position, this time-based curve will be used.
Signature
ProgressCurve Oculus.Interaction.PokeInteractable.PositionPinningConfig.ResyncCurve

RecoilAssistConfig Class

Recoil assist will affect unselection and reselection criteria.
Useful for triggering unselect in response to a smaller motion in the negative direction from a surface.

Fields

DynamicDecayCurve : AnimationCurve
A function of the normal movement ratio to determine the rate of decay.
Signature
AnimationCurve Oculus.Interaction.PokeInteractable.RecoilAssistConfig.DynamicDecayCurve
Enabled : bool
Signature
bool Oculus.Interaction.PokeInteractable.RecoilAssistConfig.Enabled
ExitDistance : float
The distance over which a poke interactor must surpass to trigger an early unselect, measured along the normal to the surface (in meters).
Signature
float Oculus.Interaction.PokeInteractable.RecoilAssistConfig.ExitDistance
ReEnterDistance : float
When in recoil, the distance which a poke interactor must surpass to trigger a subsequent select, measured along the negative normal to the surface (in meters).
Signature
float Oculus.Interaction.PokeInteractable.RecoilAssistConfig.ReEnterDistance
UseDynamicDecay : bool
If true, DynamicDecayCurve will be used to decay the max distance based on the normal velocity.
Signature
bool Oculus.Interaction.PokeInteractable.RecoilAssistConfig.UseDynamicDecay
UseVelocityExpansion : bool
Expand recoil window when fast Z motion is detected.
Signature
bool Oculus.Interaction.PokeInteractable.RecoilAssistConfig.UseVelocityExpansion
VelocityExpansionDecayRate : float
Window will contract toward ExitDistance at this rate (in meters) per second when velocity lowers.
Signature
float Oculus.Interaction.PokeInteractable.RecoilAssistConfig.VelocityExpansionDecayRate
VelocityExpansionDistance : float
Window will expand by this distance when Z velocity reaches max speed.
Signature
float Oculus.Interaction.PokeInteractable.RecoilAssistConfig.VelocityExpansionDistance
VelocityExpansionMaxSpeed : float
Full recoil window expansion reached at this speed.
Signature
float Oculus.Interaction.PokeInteractable.RecoilAssistConfig.VelocityExpansionMaxSpeed
VelocityExpansionMinSpeed : float
When average velocity in interactable Z is greater than min speed, the recoil window will begin expanding.
Signature
float Oculus.Interaction.PokeInteractable.RecoilAssistConfig.VelocityExpansionMinSpeed