| AddForceOnDisengagedReactionApplyForce Method |
Applies a specified force to a disengaged object
Namespace:
ImmerseSDK.Interaction.Reactions
Assembly:
ImmerseSDK.App (in ImmerseSDK.App.dll) Version: 3.9.0.0 (3.9.0.0)
Syntax public static bool ApplyForce(
UnityEngine.Rigidbody rigidBody,
ControllerLocal controller,
bool useAverageVelocity,
int numberOfFramesForAverageVelocity,
float velocityMultiplier,
float additionalVelocityMultiplier,
float flickUpMagnitude,
float flickForwardMagnitude,
float flickForwardAngledMagnitude,
float angleToApplyVelocity
)
Parameters
- rigidBody
- Type: UnityEngine.Rigidbody
The Rigidbody to apply the force to - controller
- Type: ImmerseSDK.ControllersControllerLocal
The controller that had previously engaged the object - useAverageVelocity
- Type: SystemBoolean
Determines whether the applied force takes into account the controller's average velocity, rather than it's current velocity - numberOfFramesForAverageVelocity
- Type: SystemInt32
The number of frames to be sampled when calculate the controller's average velocity - velocityMultiplier
- Type: SystemSingle
A value used to scale the base velocity used when applying the force - additionalVelocityMultiplier
- Type: SystemSingle
A value used to scale the additional velocity that gets added to the controller velocity when applying the force - flickUpMagnitude
- Type: SystemSingle
The strength of the upward component of the velocity - flickForwardMagnitude
- Type: SystemSingle
The strength of the forward component of the velocity - flickForwardAngledMagnitude
- Type: SystemSingle
The strength of the velocity in the direction defined by the angleToApplyVelocity parameter - angleToApplyVelocity
- Type: SystemSingle
The angle used to modify the forward trajectory of the object when this force is applied
Return Value
Type:
BooleanSee Also