AvatarRendererHand Class |
Namespace: ImmerseSDK.Avatars
[HelpURLAttribute("https://immerse.readme.io/")] public abstract class AvatarRendererHand : UnityEngine.MonoBehaviour
The AvatarRendererHand type exposes the following members.
Name | Description | |
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AvatarRendererHand | Initializes a new instance of the AvatarRendererHand class |
Name | Description | |
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HandleGripChanged |
Sets the hand's grip amount.
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HandlePoseChanged |
Displays the given pose on the hand.
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Hide |
Hides the avatar's hand.
This is usually called when a tool or hardware controller model is shown.
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Show |
Shows the avatar's hand.
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Validate |
Validates the prefab to ensure it has been setup correctly.
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ValidateReference |
Validates that a component reference is not null
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Name | Description | |
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AttachPoint |
A transform that defines the position that engageable objects will be attached to when engaged by this hand.
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FingerCollider |
A small collider used to detect collisions with the avatar's index finger when the hand is pointing.
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HandCollider |
A capsule collider used to detect general collisions with the avatar's whole hand.
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MainRenderer |
The main renderer used to display this part of the avatar
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MenuCheckOrigin |
A transform that defines the origin position of the raycast that determines whether the hand should be in a menu pointing state or not.
The world position of this transform should closely match the position of the MenuPointerOrigin when the hand is in the pointing state.
Note that the raycast will follow the forward direction of the given transform.
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MenuPointerOrigin |
A transform that defines the origin position of the menu pointer laser beam.
In the SDK's default avatar, this point is located at the end of the index finger.
Note that the laser beam will follow the forward direction of the given transform.
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PalmMenuAttachPoint |
A transform that defines the position that the palm menu should appear in.
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WatchAttachPoint |
A transform that defines the position where the watch will be attached to this hand.
If you would like to display a strap for the watch, then place the strap inside this transform.
You can check the alignment by temporarily placing the Watch prefab inside this transform in the Unity editor.
The Watch prefab is located in your Unity project at: ImmerseSDK/Assets/Resources/ImmerseSDK/Prefabs/Avatar/Tools.
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WatchMenuAttachPoint |
A transform that defines the position that the watch menu should appear in.
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Name | Description | |
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GetCopyOf |
Copies all properties of a component from source to target. Uses reflection to set properties.
(Defined by ComponentExtensions.) | |
WaitForT |
Waits for a singleton on a coroutine
(Defined by SingletonManager.) |