![]() | ToolPickup Class |
Namespace: ImmerseSDK.Interaction
The ToolPickup type exposes the following members.
Name | Description | |
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![]() | ToolPickup | Initializes a new instance of the ToolPickup class |
Name | Description | |
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![]() | AfterDialogButtonHoldAmount |
Override this method if you require a button to be held (or trigger to be held down) to keep the object engaged.
If you require the trigger, you can return the trigger amount here.
If you require a button press, then return 0.0f if button is not pressed, and 1.0f if button is pressed.
This method is called in the Update() function
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![]() | AfterDialogShouldRequireButtonHold |
Override this method if you require a button to be held (or trigger to be held down) to keep the object engaged.
This is so that we can show the appropriate messages after displaying a dialog.
If this is required, then also override DialogWarningMessageForButtonHold.
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![]() | AfterDialogWarningMessageForButtonHold_BothHands |
Override this method if you require a button to be held (or trigger to be held down) to keep the object engaged.
The message text (or Named Text Key) to display after a dialog has been shown to tell the user to hold the appropriate button.
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![]() | AfterDialogWarningMessageForButtonHold_LeftHandOnly |
Override this method if you require a button to be held (or trigger to be held down) to keep the object engaged.
The message text (or Named Text Key) to display after a dialog has been shown to tell the user to hold the appropriate button.
There are separate messages for when only a single hand, or both hands has the same object
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![]() | AfterDialogWarningMessageForButtonHold_RightHandOnly |
Override this method if you require a button to be held (or trigger to be held down) to keep the object engaged.
The message text (or Named Text Key) to display after a dialog has been shown to tell the user to hold the appropriate button.
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![]() | Input |
Input module for the engaged pickup
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Name | Description | |
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![]() | HandleInput |
Handle input for Releasing the engaged object. Override this to also handle your own input, but remember to call the base class to deal with releasing the object.
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![]() | OnDisengage |
Called when an object engagement ends (before network message is sent).
Note: Only the local user will receive this.
(Overrides EngageableObjectOnDisengage(Avatar, Hands).) |
![]() | OnEngage |
Called when an object engagement starts (before network message is sent).
Note: Only the local user will receive this.
(Overrides EngageableObjectOnEngage(Avatar, Hands).) |
![]() | RequirementsMet |
Returns true if interaction is allowed, and interaction requirements are met.
(Overrides EngageableObjectRequirementsMet.) |
![]() | Update |
Unity Component Method
(Overrides EngageableObjectUpdate.) |
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.) |