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VR Interaction Framework v2.0
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An example hand controller that sets animation values depending on Grabber state. More...
Public Member Functions | |
| void | Update () |
| virtual void | UpdateHeldObjectState () |
| virtual void | UpdateIdleState () |
| virtual bool | HoldingObject () |
| virtual void | CheckForGrabChange () |
| virtual void | OnGrabChange (GameObject newlyHeldObject) |
| virtual void | OnGrabDrop () |
| Dropped our held item - nothing currently in our hands. | |
| virtual void | SetHandAnimator () |
| virtual void | UpdateFromInputs () |
| Update GripAmount, PointAmount, and ThumbAmount based raw input from InputBridge. | |
| virtual void | UpdateAnimimationStates () |
| virtual bool | IsAnimatorGrabbable () |
| Returns true if there is a valid animator and the held grabbable is set to use an Animation ID. | |
| virtual void | UpdateHandPoser () |
| virtual bool | IsHandPoserGrabbable () |
| virtual void | UpdateHandPoserIdleState () |
| virtual void | UpdateIndexFingerBlending () |
| virtual bool | SetupPoseBlender () |
| virtual HandPose | GetDefaultOpenPose () |
| virtual HandPose | GetDefaultClosedPose () |
| virtual void | EnableHandPoser () |
| virtual void | EnableAutoPoser (bool continuous) |
| virtual void | DisablePoseBlender () |
| virtual void | DisableAutoPoser () |
| virtual bool | IsAutoPoserGrabbable () |
| virtual void | EnableHandAnimator () |
| virtual void | DisableHandAnimator () |
| virtual void | OnGrabberGrabbed (Grabbable grabbed) |
| virtual void | UpdateCurrentHandPose () |
| virtual void | OnGrabberReleased (Grabbable released) |
Public Attributes | |
| Transform | HandAnchor |
| bool | ResetHandAnchorPosition = true |
| Animator | HandAnimator |
| HandPoser | handPoser |
| AutoPoser | autoPoser |
| HandPoserType | IdlePoseType = HandPoserType.HandPoser |
| bool | UseIndexFingerTracking = true |
| float | HandAnimationSpeed = 20f |
| How fast to Lerp the Layer Animations. | |
| Grabber | grabber |
| HandPose | HandPoseOverride |
| float | GripAmount |
| 0 = Open Hand, 1 = Full Grip | |
| float | PointAmount |
| 0 = Index Curled in, 1 = Pointing Finger | |
| float | ThumbAmount |
| 0 = Thumb Down, 1 = Thumbs Up | |
| int | PoseId |
| GameObject | PreviousHeldObject |
| bool | DoUpdateAnimationStates = true |
| bool | DoUpdateHandPoser = true |
An example hand controller that sets animation values depending on Grabber state.
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Returns true if there is a valid animator and the held grabbable is set to use an Animation ID.
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Dropped our held item - nothing currently in our hands.
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| void BNG.HandController.Update | ( | ) |
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Update GripAmount, PointAmount, and ThumbAmount based raw input from InputBridge.
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| AutoPoser BNG.HandController.autoPoser |
| bool BNG.HandController.DoUpdateAnimationStates = true |
| bool BNG.HandController.DoUpdateHandPoser = true |
| Grabber BNG.HandController.grabber |
| float BNG.HandController.GripAmount |
0 = Open Hand, 1 = Full Grip
| Transform BNG.HandController.HandAnchor |
| float BNG.HandController.HandAnimationSpeed = 20f |
How fast to Lerp the Layer Animations.
| Animator BNG.HandController.HandAnimator |
| HandPose BNG.HandController.HandPoseOverride |
| HandPoser BNG.HandController.handPoser |
| HandPoserType BNG.HandController.IdlePoseType = HandPoserType.HandPoser |
| float BNG.HandController.PointAmount |
0 = Index Curled in, 1 = Pointing Finger
| int BNG.HandController.PoseId |
| GameObject BNG.HandController.PreviousHeldObject |
| bool BNG.HandController.ResetHandAnchorPosition = true |
| float BNG.HandController.ThumbAmount |
0 = Thumb Down, 1 = Thumbs Up
| bool BNG.HandController.UseIndexFingerTracking = true |