Colliders
: Collider[]
[Get] |
The colliders associated with this interactable, used for interaction detection.
These colliders define the physical boundaries of the interactable object, allowing it to be detected and interacted with by the DistanceGrabInteractor.
Signature
Collider [] Colliders |
RelativeTo
: Transform
[Get] |
Gets the Transform that acts as the reference point for the interactable.
This property returns the transform that defines the origin or "relative to" point for the interactable's movement and positioning.
Signature
Transform RelativeTo |
ResetGrabOnGrabsUpdated
: bool
[Get][Set] |
Forces a release on all other grabbing interactors when grabbed by a new interactor.
This feature ensures that the object is only held by one interactor at a time, preventing multiple controllers or hands from interacting with the same object simultaneously.
Signature
bool ResetGrabOnGrabsUpdated |
Rigidbody
: Rigidbody
[Get] |
The Rigidbody component of the interactable object.
The rigidbody defines the physical behavior of the interactable, such as its movement and collision responses.
Signature
Rigidbody Rigidbody |
Awake
()
|
Signature
override void Awake() Returns override void |
Reset
()
|
Signature
virtual void Reset() Returns void |
Start
()
|
Signature
override void Start() Returns override void |
ApplyVelocities
(
linearVelocity
, angularVelocity
)
|
Applies velocities to the interactable's PhysicsGrabbable component, if one is present.
This method allows the interactable to be thrown or moved with a specified angular and linear velocity after being released. This method is marked as obsolete and should no longer be used. Use Grabbable instead.
Signature
void ApplyVelocities(Vector3 linearVelocity, Vector3 angularVelocity) Parameters linearVelocity: Vector3angularVelocity: Vector3Returns void |
GenerateMovement
(
to
)
|
Moves the interactable to the provided position.
Signature
IMovement GenerateMovement(in Pose to) Parameters to: in Pose
The target Pose to which the interactable will be moved.
Returns IMovement
An instance of IMovement that defines how the interactable should move to the target position.
|
InjectAllGrabInteractable
(
rigidbody
)
|
Injects a Rigidbody component into a dynamically instantiated GameObject, allowing for physics-based interactions.
This method is a wrapper that calls InjectRigidbody internally.
Signature
void InjectAllGrabInteractable(Rigidbody rigidbody) Parameters Returns void |
InjectOptionalGrabSource
(
grabSource
)
|
Adds a grab source to a dynamically instantiated GameObject, defining the point of interaction for grabbing.
Signature
void InjectOptionalGrabSource(Transform grabSource) Parameters grabSource: Transform
The Transform that represents the grab source.
Returns void |
InjectOptionalMovementProvider
(
provider
)
|
Adds a IMovementProvider to a dynamically instantiated GameObject, allowing you to add custom movement logic.
Signature
void InjectOptionalMovementProvider(IMovementProvider provider) Parameters Returns void |
InjectOptionalPhysicsGrabbable
(
physicsGrabbable
)
|
Adds a PhysicsGrabbable to a dynamically instantiated GameObject.
This method is marked as obsolete and should no longer be used. Use Grabbable instead.
Signature
void InjectOptionalPhysicsGrabbable(PhysicsGrabbable physicsGrabbable) Parameters Returns void |
InjectRigidbody
(
rigidbody
)
|
Directly assigns a Rigidbody to the private field of a dynamically instantiated GameObject.
Signature
void InjectRigidbody(Rigidbody rigidbody) Parameters Returns void |