ScriptedInputModule Class |
Namespace: ImmerseSDK.Controllers
public class ScriptedInputModule : InputModule, ISerialisationDataConsumer
The ScriptedInputModule type exposes the following members.
Name | Description | |
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ScriptedInputModule | Initializes a new instance of the ScriptedInputModule class |
Name | Description | |
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CustomHandStateToggle |
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.
(Overrides InputModuleCustomHandStateToggle.) | |
GesturePoint |
Indicates whether a pointing gesture should be entered on the hand associated with this controller
(Overrides InputModuleGesturePoint(Boolean).) | |
GestureUnPoint |
Indicates whether a pointing gesture should be exited on the hand associated with this controller
(Overrides InputModuleGestureUnPoint(Boolean).) | |
HandGrab |
Indicates whether input on this controller has caused a grabbing state to be entered on the associated hand
(Overrides InputModuleHandGrab.) | |
HandGripAmount |
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)
(Overrides InputModuleHandGripAmount.) | |
HandRelease |
Indicates whether input on this controller has caused a grabbing state to be exited on the associated hand
(Overrides InputModuleHandRelease.) | |
HandReleaseToolPickup |
Indicates whether input on this controller has caused a grabbing state for ToolPickup classes to be exited on the associated hand
(Overrides InputModuleHandReleaseToolPickup.) | |
HasFrameBeenHandled |
Returns true if the frame has been processed since the last clear
(Overrides InputModuleHasFrameBeenHandled.) | |
InputFrameHandled |
This in only used in testing by the sdk. Please do not call this method manually.
(Overrides InputModuleInputFrameHandled.) | |
IsControllerPresent |
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.
(Overrides InputModuleIsControllerPresent.) | |
IsVibrating | ||
SetCustomHandStateToggle |
Set the value
| |
SetGesturePoint |
Set the value
| |
SetGestureUnPoint |
Set the value
| |
SetHandGrab |
Set the value
| |
SetHandGripAmount |
Set the value
| |
SetHandRelease |
Set the value
| |
SetHandReleaseToolPickup |
Set the value
| |
SetIsVibrating |
Set the value
| |
SetTeleportCancel |
Set the value
| |
SetTeleportChoose |
Set the value
| |
SetTeleportSeek |
Set the value
| |
SetUIPress |
Set the value
| |
SetUIRelease |
Set the value
| |
TeleportCancel |
Indicates whether controller input has caused the teleport seek state to be cancelled
(Overrides InputModuleTeleportCancel.) | |
TeleportChoose |
Indicates whether controller input has caused a teleport target to be chosen
(Overrides InputModuleTeleportChoose.) | |
TeleportSeek |
Indicates whether controller input has caused the teleport seek state to be entered
(Overrides InputModuleTeleportSeek.) | |
ToString |
Helps in debugging and console output. Prints out the device index.
(Overrides UnityEngine.Object.ToString.) | |
UIPress |
Indicates whether controller input should cause a Menu UI press event
(Overrides InputModuleUIPress.) | |
UIRelease |
Indicates whether controller input should cause a Menu UI release event
(Overrides InputModuleUIRelease.) | |
Vibrate |
Causes haptic feedback vibration on the controller to start this frame and continue for a specified amount of time
(Overrides InputModuleVibrate(Single).) |
Name | Description | |
---|---|---|
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.) |