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ControllerPhysics Class

Controls the colliders on an object and its children. When this component is enabled, it will enable all the colliders, and if it is disabled, it will disable them all
Inheritance Hierarchy
SystemObject
  UnityEngine.Object
    UnityEngine.Component
      UnityEngine.Behaviour
        UnityEngine.MonoBehaviour
          ImmerseSDK.ControllersControllerPhysics

Namespace:  ImmerseSDK.Controllers
Assembly:  ImmerseSDK.App (in ImmerseSDK.App.dll) Version: 3.7.0.0 (3.7.0.0)
Syntax
C#
public class ControllerPhysics : UnityEngine.MonoBehaviour

The ControllerPhysics type exposes the following members.

Constructors
  NameDescription
Public methodControllerPhysics
Initializes a new instance of the ControllerPhysics class
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Properties
  NameDescription
Public propertyIsInitialized
True if this component has been initialised
Public propertyIsPhysical
True if colliders on the controller object should detect collisions, otherwise false
Public propertyNumberOfColliders
Number of colliders we found in the hierarchy
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Methods
  NameDescription
Public methodLockState
Locks the physics state of this controller so that calling SetState has no effect
Public methodSetHandStretchAmount
Specify how much the hand is stretched. This reduces the collider on the palm to be smaller so it fits in with the space the hand should be taking up
Public methodSetState
Set the new state for physics on the controller
Public methodUnlockState
Unlocks the physics state of this controller so that calling SetState will have an effect
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Extension Methods
  NameDescription
Public Extension MethodGetCopyOf
Copies all properties of a component from source to target. Uses reflection to set properties.
(Defined by ComponentExtensions.)
Public Extension MethodWaitForT
Waits for a singleton on a coroutine
(Defined by SingletonManager.)
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See Also