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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
C#
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: Boolean
See Also