Show / Hide Table of Contents

    Class CircularDrive

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    CircularDrive
    Inherited Members
    UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
    UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
    UnityEngine.MonoBehaviour.CancelInvoke()
    UnityEngine.MonoBehaviour.CancelInvoke(System.String)
    UnityEngine.MonoBehaviour.IsInvoking(System.String)
    UnityEngine.MonoBehaviour.IsInvoking()
    UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
    UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
    UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
    UnityEngine.MonoBehaviour.StartCoroutine(System.String)
    UnityEngine.MonoBehaviour.StopCoroutine(System.String)
    UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
    UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
    UnityEngine.MonoBehaviour.StopAllCoroutines()
    UnityEngine.MonoBehaviour.print(System.Object)
    UnityEngine.MonoBehaviour.useGUILayout
    UnityEngine.Behaviour.enabled
    UnityEngine.Behaviour.isActiveAndEnabled
    UnityEngine.Component.GetComponent(System.Type)
    UnityEngine.Component.GetComponent<T>()
    UnityEngine.Component.GetComponent(System.String)
    UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
    UnityEngine.Component.GetComponentInChildren(System.Type)
    UnityEngine.Component.GetComponentInChildren<T>()
    UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
    UnityEngine.Component.GetComponentsInChildren(System.Type)
    UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
    UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
    UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponentsInChildren<T>()
    UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponentInParent(System.Type)
    UnityEngine.Component.GetComponentInParent<T>()
    UnityEngine.Component.GetComponentsInParent(System.Type)
    UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
    UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
    UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponentsInParent<T>()
    UnityEngine.Component.GetComponents(System.Type)
    UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
    UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponents<T>()
    UnityEngine.Component.CompareTag(System.String)
    UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
    UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
    UnityEngine.Component.SendMessageUpwards(System.String)
    UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
    UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
    UnityEngine.Component.SendMessage(System.String, System.Object)
    UnityEngine.Component.SendMessage(System.String)
    UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
    UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
    UnityEngine.Component.BroadcastMessage(System.String, System.Object)
    UnityEngine.Component.BroadcastMessage(System.String)
    UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
    UnityEngine.Component.transform
    UnityEngine.Component.gameObject
    UnityEngine.Component.tag
    UnityEngine.Component.rigidbody
    UnityEngine.Component.rigidbody2D
    UnityEngine.Component.camera
    UnityEngine.Component.light
    UnityEngine.Component.animation
    UnityEngine.Component.constantForce
    UnityEngine.Component.renderer
    UnityEngine.Component.audio
    UnityEngine.Component.guiText
    UnityEngine.Component.networkView
    UnityEngine.Component.guiElement
    UnityEngine.Component.guiTexture
    UnityEngine.Component.collider
    UnityEngine.Component.collider2D
    UnityEngine.Component.hingeJoint
    UnityEngine.Component.particleEmitter
    UnityEngine.Component.particleSystem
    UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
    UnityEngine.Object.Destroy(UnityEngine.Object)
    UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
    UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
    UnityEngine.Object.FindObjectsOfType(System.Type)
    UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
    UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
    UnityEngine.Object.DestroyObject(UnityEngine.Object)
    UnityEngine.Object.FindSceneObjectsOfType(System.Type)
    UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
    UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
    UnityEngine.Object.ToString()
    UnityEngine.Object.GetInstanceID()
    UnityEngine.Object.GetHashCode()
    UnityEngine.Object.Equals(System.Object)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
    UnityEngine.Object.Instantiate(UnityEngine.Object)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
    UnityEngine.Object.Instantiate<T>(T)
    UnityEngine.Object.FindObjectsOfType<T>()
    UnityEngine.Object.FindObjectOfType(System.Type)
    UnityEngine.Object.FindObjectOfType<T>()
    UnityEngine.Object.name
    UnityEngine.Object.hideFlags
    System.Object.Equals(System.Object, System.Object)
    System.Object.GetType()
    System.Object.MemberwiseClone()
    System.Object.ReferenceEquals(System.Object, System.Object)
    Namespace: Valve.VR.InteractionSystem
    Assembly: Assembly-CSharp.dll
    Syntax
    [RequireComponent(typeof(Interactable))]
    public class CircularDrive : MonoBehaviour

    Fields

    axisOfRotation

    Declaration
    [Tooltip("The axis around which the circular drive will rotate in local space")]
    public CircularDrive.Axis_t axisOfRotation
    Field Value
    Type Description
    CircularDrive.Axis_t

    childCollider

    Declaration
    [Tooltip("Child GameObject which has the Collider component to initiate interaction, only needs to be set if there is more than one Collider child")]
    public Collider childCollider
    Field Value
    Type Description
    UnityEngine.Collider

    dbgPathLimit

    Declaration
    [Tooltip("If debugPath is true, this is the maximum number of GameObjects to create to draw the path")]
    public int dbgPathLimit
    Field Value
    Type Description
    System.Int32

    debugPath

    Declaration
    [Tooltip("If true, the path of the Hand (red) and the projected value (green) will be drawn")]
    public bool debugPath
    Field Value
    Type Description
    System.Boolean

    debugText

    Declaration
    [Tooltip("If not null, the TextMesh will display the linear value and the angular value of this circular drive")]
    public TextMesh debugText
    Field Value
    Type Description
    UnityEngine.TextMesh

    forceStart

    Declaration
    [Tooltip("If limited is true, this forces the starting angle to be startAngle, clamped to [minAngle, maxAngle]")]
    public bool forceStart
    Field Value
    Type Description
    System.Boolean

    freezeOnMax

    Declaration
    [Tooltip("If limited, set whether drive will freeze its angle when the max angle is reached")]
    public bool freezeOnMax
    Field Value
    Type Description
    System.Boolean

    freezeOnMin

    Declaration
    [Tooltip("If limited, set whether drive will freeze its angle when the min angle is reached")]
    public bool freezeOnMin
    Field Value
    Type Description
    System.Boolean

    frozenDistanceMinMaxThreshold

    Declaration
    public Vector2 frozenDistanceMinMaxThreshold
    Field Value
    Type Description
    UnityEngine.Vector2

    hoverLock

    Declaration
    [Tooltip("If true, the drive will stay manipulating as long as the button is held down, if false, it will stop if the controller moves out of the collider")]
    public bool hoverLock
    Field Value
    Type Description
    System.Boolean

    limited

    Declaration
    [Header("Limited Rotation")]
    [Tooltip("If true, the rotation will be limited to [minAngle, maxAngle], if false, the rotation is unlimited")]
    public bool limited
    Field Value
    Type Description
    System.Boolean

    linearMapping

    Declaration
    [Tooltip("A LinearMapping component to drive, if not specified one will be dynamically added to this GameObject")]
    public LinearMapping linearMapping
    Field Value
    Type Description
    LinearMapping

    maxAngle

    Declaration
    [Header("Limited Rotation Max")]
    [Tooltip("If limited is true, the specifies the upper limit, otherwise value is unused")]
    public float maxAngle
    Field Value
    Type Description
    System.Single

    minAngle

    Declaration
    [Header("Limited Rotation Min")]
    [Tooltip("If limited is true, the specifies the lower limit, otherwise value is unused")]
    public float minAngle
    Field Value
    Type Description
    System.Single

    onFrozenDistanceThreshold

    Declaration
    public UnityEvent onFrozenDistanceThreshold
    Field Value
    Type Description
    UnityEngine.Events.UnityEvent

    onMaxAngle

    Declaration
    [Tooltip("If limited, event invoked when maxAngle is reached")]
    public UnityEvent onMaxAngle
    Field Value
    Type Description
    UnityEngine.Events.UnityEvent

    onMinAngle

    Declaration
    [Tooltip("If limited, event invoked when minAngle is reached")]
    public UnityEvent onMinAngle
    Field Value
    Type Description
    UnityEngine.Events.UnityEvent

    outAngle

    Declaration
    [Tooltip("The output angle value of the drive in degrees, unlimited will increase or decrease without bound, take the 360 modulus to find number of rotations")]
    public float outAngle
    Field Value
    Type Description
    System.Single

    rotateGameObject

    Declaration
    [Tooltip("If true, the transform of the GameObject this component is on will be rotated accordingly")]
    public bool rotateGameObject
    Field Value
    Type Description
    System.Boolean

    startAngle

    Declaration
    [Tooltip("If limited is true and forceStart is true, the starting angle will be this, clamped to [minAngle, maxAngle]")]
    public float startAngle
    Field Value
    Type Description
    System.Single
    In This Article
    • Fields
      • axisOfRotation
      • childCollider
      • dbgPathLimit
      • debugPath
      • debugText
      • forceStart
      • freezeOnMax
      • freezeOnMin
      • frozenDistanceMinMaxThreshold
      • hoverLock
      • limited
      • linearMapping
      • maxAngle
      • minAngle
      • onFrozenDistanceThreshold
      • onMaxAngle
      • onMinAngle
      • outAngle
      • rotateGameObject
      • startAngle
    Back to top Copyright (c) Valve Corporation, All rights reserved.