◆ DisableHandColliders()
| void BNG.HandPhysics.DisableHandColliders |
( |
| ) |
|
◆ EnableHandColliders()
| void BNG.HandPhysics.EnableHandColliders |
( |
| ) |
|
◆ IgnoreGrabbableCollisions()
| void BNG.HandPhysics.IgnoreGrabbableCollisions |
( |
Grabbable |
grab, |
|
|
bool |
ignorePhysics |
|
) |
| |
◆ IsValidCollision()
| bool BNG.HandPhysics.IsValidCollision |
( |
Collider |
col | ) |
|
◆ LockLocalPosition()
| virtual void BNG.HandPhysics.LockLocalPosition |
( |
| ) |
|
|
virtual |
◆ LockOffset()
| virtual void BNG.HandPhysics.LockOffset |
( |
| ) |
|
|
virtual |
◆ OnGrabbedObject()
| virtual void BNG.HandPhysics.OnGrabbedObject |
( |
Grabbable |
grabbedObject | ) |
|
|
virtual |
◆ OnReleasedObject()
| virtual void BNG.HandPhysics.OnReleasedObject |
( |
Grabbable |
grabbedObject | ) |
|
|
virtual |
◆ UnlockLocalPosition()
| virtual void BNG.HandPhysics.UnlockLocalPosition |
( |
| ) |
|
|
virtual |
◆ UnlockOffset()
| virtual void BNG.HandPhysics.UnlockOffset |
( |
| ) |
|
|
virtual |
◆ AttachTo
| Transform BNG.HandPhysics.AttachTo |
This is the object our physical hand should try to follow / match.
◆ ColliderMaterial
| PhysicMaterial BNG.HandPhysics.ColliderMaterial |
◆ DisableGrabber
| Grabber BNG.HandPhysics.DisableGrabber |
◆ DisableHandCollidersOnGrab
| bool BNG.HandPhysics.DisableHandCollidersOnGrab = true |
◆ DisableRemoteGrabber
◆ HandModel
| Transform BNG.HandPhysics.HandModel |
◆ HandModelOffset
| Transform BNG.HandPhysics.HandModelOffset |
◆ HandVelocity
| float BNG.HandPhysics.HandVelocity = 1500f |
◆ SnapBackDistance
| float BNG.HandPhysics.SnapBackDistance = 1f |
◆ ThisGrabber
| Grabber BNG.HandPhysics.ThisGrabber |
◆ ThisRemoteGrabber
◆ HoldingObject
| bool BNG.HandPhysics.HoldingObject |
|
get |
The documentation for this class was generated from the following file: