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InputModule Class

The base class for all concrete types that handle VR controller input mapping
Inheritance Hierarchy

Namespace:  ImmerseSDK.Controllers
Assembly:  ImmerseSDK.App (in ImmerseSDK.App.dll) Version: 3.9.0.0 (3.9.0.0)
Syntax
C#
[ScriptOrderAttribute(-30000)]
public abstract class InputModule : LoggingBehaviour, 
	ISerialisationDataProvider

The InputModule type exposes the following members.

Constructors
  NameDescription
Protected methodInputModule
Initializes a new instance of the InputModule class
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Properties
  NameDescription
Protected propertyIsCustomHandStateDefined
True if a custom hand state has been defined
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Methods
  NameDescription
Public methodCustomHandStateToggle
When true the following will happen: - If in the default (or other exitable) hand state, then the first available custom hand state will be shown. - If already in a custom hand state, then the next available custom hand state will be shown. - If no further custom hand states are available, then the previous built in state will be returned to.
Public methodGesturePoint
Indicates whether a pointing gesture should be entered on the hand associated with this controller
Public methodGestureUnPoint
Indicates whether a pointing gesture should be exited on the hand associated with this controller
Public methodHandGrab
Indicates whether input on this controller has caused a grabbing state to be entered on the associated hand
Public methodHandGripAmount
Indicates the amount of grip the hand associated with this controller has from inputs in the current frame. Returns a float value between 0 (no grip) and 1 (fully gripped)
Public methodHandRelease
Indicates whether input on this controller has caused a grabbing state to be exited on the associated hand
Public methodHandReleaseToolPickup
Indicates whether input on this controller has caused a grabbing state for ToolPickup classes to be exited on the associated hand
Public methodHasFrameBeenHandled
This in only used in testing by the sdk. Please do not call this method manually.
Public methodInitialize
Called during Avatar setup, when this component is added to the avatars hand / controller gameObjects
Public methodInputFrameHandled
This in only used in testing by the sdk. Please do not call this method manually.
Public methodIsControllerPresent
Checks if a controller is connected, switched on and active for this hand. The controller is considered present if it has changed position or rotation since the last call to this method.
Public methodResetState
Resets the internal state of this input module. This is called by the SDK whenever the hand enters the default state.
Public methodTeleportCancel
Indicates whether controller input has caused the teleport seek state to be cancelled
Public methodTeleportChoose
Indicates whether controller input has caused a teleport target to be chosen
Public methodTeleportSeek
Indicates whether controller input has caused the teleport seek state to be entered
Public methodUIPress
Indicates whether controller input should cause a Menu UI press event
Public methodUIRelease
Indicates whether controller input should cause a Menu UI release event
Public methodVibrate
Causes haptic feedback vibration on the controller to start this frame and continue for a specified amount of time
Public methodVibrateOverTime
Causes Vibration over time for when you need a longer vibration than the base
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Fields
  NameDescription
Protected field_controller
The local controller that this input module is associated with
Protected field_serialisedInputData
Serialised data where first block is the boolean values, followed by the floats
Public fieldStatic memberDefaultHapticDurationInSeconds
Default time to vibrate for
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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