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ToolPickup Class

Enables this object to be picked up, and will disable the usual input in the SDK to allow you to override any controller input you prefer to use. Once you are done, the pickup can be dropped
Inheritance Hierarchy
SystemObject
  UnityEngine.Object
    UnityEngine.Component
      UnityEngine.Behaviour
        UnityEngine.MonoBehaviour
          ImmerseSDKLoggingBehaviour
            ImmerseSDK.IndexingIndexedMonoBehaviour
              ImmerseSDK.InteractionEngageableObject
                ImmerseSDK.InteractionPickup
                  ImmerseSDK.InteractionToolPickup

Namespace:  ImmerseSDK.Interaction
Assembly:  ImmerseSDK.App (in ImmerseSDK.App.dll) Version: 3.9.0.0 (3.9.0.0)
Syntax
C#
public class ToolPickup : Pickup

The ToolPickup type exposes the following members.

Constructors
  NameDescription
Public methodToolPickup
Initializes a new instance of the ToolPickup class
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Properties
  NameDescription
Public propertyAfterDialogButtonHoldAmount
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
Public propertyAfterDialogShouldRequireButtonHold
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.
Public propertyAfterDialogWarningMessageForButtonHold_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.
Public propertyAfterDialogWarningMessageForButtonHold_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
Public propertyAfterDialogWarningMessageForButtonHold_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.
Protected propertyInput
Input module for the engaged pickup
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Methods
  NameDescription
Protected methodHandleInput
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.
Protected methodOnDisengage
Called when an object engagement ends (before network message is sent). Note: Only the local user will receive this.
(Overrides EngageableObjectOnDisengage(Avatar, Hands).)
Protected methodOnEngage
Called when an object engagement starts (before network message is sent). Note: Only the local user will receive this.
(Overrides EngageableObjectOnEngage(Avatar, Hands).)
Public methodRequirementsMet
Returns true if interaction is allowed, and interaction requirements are met.
(Overrides EngageableObjectRequirementsMet.)
Protected methodUpdate
Unity Component Method
(Overrides EngageableObjectUpdate.)
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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