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Hand Class

Properties

Implementation of IHand.Handedness; for details, please refer to the related documentation provided for that interface.
Returns an ITrackingToWorldTransformer for the tracking space associated with this hand, capable of transforming tracking data from tracking space to world space.
Returns the HandSkeleton containing the most recent tracking data from the system for the represented tracked hand.
Implementation of IHand.IsConnected; for details, please refer to the related documentation provided for that interface.
Implementation of IHand.IsHighConfidence; for details, please refer to the related documentation provided for that interface.
Implementation of IHand.IsDominantHand; for details, please refer to the related documentation provided for that interface.
Implementation of IHand.Scale; for details, please refer to the related documentation provided for that interface.
Implementation of IHand.IsPointerPoseValid; for details, please refer to the related documentation provided for that interface.
Implementation of IHand.IsTrackedDataValid; for details, please refer to the related documentation provided for that interface.

Events

Implementation of IHand.WhenHandUpdated; for details, please refer to the related documentation provided for that interface.

Protected Functions

override void Apply
( HandDataAsset data )

Member Functions

Implementation of DataSource<TData>.MarkInputDataRequiresUpdate; for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetFingerIsPinching(HandFinger); for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetIndexFingerIsPinching; for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetPointerPose(out Pose); for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetJointPose(HandJointId, out Pose); for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetJointPoseLocal(HandJointId, out Pose); for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetJointPosesLocal(out ReadOnlyHandJointPoses); for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetJointPoseFromWrist(HandJointId, out Pose); for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetJointPosesFromWrist(out ReadOnlyHandJointPoses); for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetPalmPoseLocal(out Pose); for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetFingerIsHighConfidence(HandFinger); for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetFingerPinchStrength(HandFinger); for details, please refer to the related documentation provided for that interface.
Implementation of IHand.GetRootPose(out Pose); for details, please refer to the related documentation provided for that interface.
Injects all required dependencies for a dynamically instantiated Hand; because the only required dependencies are those of the underlying DataModifier<TData>, this simply wraps DataModifier<TData>.InjectAllDataModifier(DataSource<TData>.UpdateModeFlags, IDataSource).
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
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