Active
: bool
[Get] |
Signature
bool Oculus.Interaction.PoseDetection.ColliderContainsHandJointActiveState.Active |
Awake
()
|
Signature
virtual void Oculus.Interaction.PoseDetection.ColliderContainsHandJointActiveState.Awake() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.PoseDetection.ColliderContainsHandJointActiveState.Start() Returns void |
Update
()
|
Signature
virtual void Oculus.Interaction.PoseDetection.ColliderContainsHandJointActiveState.Update() Returns void |
InjectAllColliderContainsHandJointActiveState
(
hand
, entryColliders
, exitColliders
, jointToTest
)
|
Signature
void Oculus.Interaction.PoseDetection.ColliderContainsHandJointActiveState.InjectAllColliderContainsHandJointActiveState(IHand hand, Collider[] entryColliders, Collider[] exitColliders, HandJointId jointToTest) Parameters Returns void |
InjectEntryColliders
(
entryColliders
)
|
Signature
void Oculus.Interaction.PoseDetection.ColliderContainsHandJointActiveState.InjectEntryColliders(Collider[] entryColliders) Parameters entryColliders: Collider[]Returns void |
InjectExitColliders
(
exitColliders
)
|
Signature
void Oculus.Interaction.PoseDetection.ColliderContainsHandJointActiveState.InjectExitColliders(Collider[] exitColliders) Parameters exitColliders: Collider[]Returns void |
InjectHand
(
hand
)
|
Signature
void Oculus.Interaction.PoseDetection.ColliderContainsHandJointActiveState.InjectHand(IHand hand) Parameters hand: IHandReturns void |
InjectJointToTest
(
jointToTest
)
|
Signature
void Oculus.Interaction.PoseDetection.ColliderContainsHandJointActiveState.InjectJointToTest(HandJointId jointToTest) Parameters jointToTest: HandJointIdReturns void |