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BestHoverInteractorGroup Class

Manages a group of interactors where only the highest-priority interactor is active in the hover state.
This class ensures that interactors with lower priority remain inactive until the higher-priority interactor ceases to hover or is superseded by an interactor with even higher priority.
In typical setups, you will add this class to manage hand or controller interactors. The group typically includes interactors such as the PokeInteractor and GrabInteractor. By default, the priority of interactors is determined by their index in the InteractorGroup.Interactors collection, a lower index corresponds to a higher priority. However, if a custom CandidateComparer<T> is provided, it may override this default behavior based on custom comparison logic.

Properties

Determines whether the highest-priority interactor should be in the hover state.
Returns true if the current state is normal and any interactor meets the hover criteria; otherwise, false.
Determines whether the highest-priority interactor should cease to hover.
Returns true if the current state is hover and the highest-priority interactor should unhover; otherwise, false.
Determines whether the highest-priority interactor should transition to the select state.
True if the current state is hover and the highest-priority interactor meets the criteria for selection; otherwise, false. This property evaluates whether conditions are met for the highest-priority interactor to initiate the selection process. It checks if the current state is InteractorState.Hover and if the highest-priority interactor is ready to be selected.
Determines whether the highest-priority interactor should cease being in the select state.
True if the current state is select and the highest-priority interactor meets the criteria for unselection; otherwise, false. This property checks if the current state is InteractorState.Select and evaluates whether the highest-priority interactor should transition out of the select state. It is typically used to determine if conditions for selection are no longer met, prompting an unselection process.
A property indicating whether there is some interaction that the conceptual "interactor" could undertake.
For typical transitive interactions (i.e., PokeInteractor, GrabInteractor, and others where the interaction is applied to some conceptual "interactable"), this indicates whether or not there is some IInteractable with which this interactor can initiate an interaction. For intransitive interactions such as Locomotion.LocomotionTurnerInteractor which do not conceptually apply the interaction to something, this property merely indicates whether or not it is possible for the intransitive interaction to take place at this time.
A property indicating whether this conceptual "interactor" is actively hovering or selecting, which for most interactions means there is an IInteractable with which the interactor is currently associated.
In general, this will be true when State returns either InteractorState.Hover or InteractorState.Select.
A property indicating whether this conceptual "interactor" is actively selecting, which for most interactions means there is an IInteractable with which the interactor is currently interacting.
This is only true if State is InteractorState.Select.
A generic metadata property used for a variety of purposes in Interaction SDK logic.
Though this property is public and canonically may contain instances of types such as RayInteractor.RayCandidateProperties, it has no formal contract and is not safe to use outside of Interaction SDK core logic.

Member Functions

Transitions the highest-priority interactor into the hover state if conditions are met.
This method iterates through interactors, transitioning the first one that meets the hover criteria into the Hover state. The group's state updates to Hover if at least one interactor transitions successfully.
Ceases the hover state of the highest-priority interactor.
This method transitions the highest-priority interactor out of the hover state, when an interactor no longer meets the hover criteria.
Initiates the selection process for the highest-priority interactor.
This method transitions the highest-priority interactor from the hover to the select state.
Reverses the selection process for the highest-priority interactor.
This method unselects the highest-priority interactor if it no longer meets the selection criteria. If the unselection is successful, the group's state is updated to Hover.
Prepares interactors for state transitions based on current conditions and processes any necessary state changes.
Processes state transitions and interactions for interactors based on the current group state and individual interactor conditions.
Implementation of IInteractor.Enable; for details, please refer to the related documentation provided for that interface.
Implementation of IInteractor.Disable; for details, please refer to the related documentation provided for that interface.
void InjectAllInteractorGroupBestHover
( List< IInteractor > interactors )
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