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    • Valve.VR
      • AppOverrideKeys_t
      • CameraVideoStreamFrameHeader_t
      • ChaperoneCalibrationState
      • Compositor_CumulativeStats
      • Compositor_FrameTiming
      • Compositor_OverlaySettings
      • COpenVRContext
      • CVRApplications
      • CVRChaperone
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      • D3D12TextureData_t
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      • EAdditionalRadioFeatures
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      • ECollisionBoundsStyle
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      • EVSync
      • HiddenAreaMesh_t
      • HmdColor_t
      • HmdMatrix33_t
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      • HmdMatrix44_t
      • HmdQuad_t
      • HmdQuaternion_t
      • HmdQuaternionf_t
      • HmdRect2_t
      • HmdVector2_t
      • HmdVector3_t
      • HmdVector3d_t
      • HmdVector4_t
      • Imu_OffScaleFlags
      • ImuSample_t
      • InputAnalogActionData_t
      • InputDigitalActionData_t
      • InputOriginInfo_t
      • InputPoseActionData_t
      • InputSkeletalActionData_t
      • IntersectionMaskCircle_t
      • IntersectionMaskRectangle_t
      • ISteamVR_Action
      • ISteamVR_Action_Boolean
      • ISteamVR_Action_In
      • ISteamVR_Action_In_Source
      • ISteamVR_Action_Out
      • ISteamVR_Action_Out_Source
      • ISteamVR_Action_Pose
      • ISteamVR_Action_Single
      • ISteamVR_Action_Skeleton_Source
      • ISteamVR_Action_Source
      • ISteamVR_Action_Vector2
      • ISteamVR_Action_Vector3
      • ISteamVR_Action_Vibration
      • ISteamVR_ActionSet
      • IVRApplications
      • IVRChaperone
      • IVRChaperoneSetup
      • IVRCompositor
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      • IVRExtendedDisplay
      • IVRInput
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      • IVRSystem
      • IVRTrackedCamera
      • NotificationBitmap_t
      • OpenVR
      • OpenVRInterop
      • RenderModel_ComponentState_t
      • RenderModel_ControllerMode_State_t
      • RenderModel_t
      • RenderModel_t_Packed
      • RenderModel_TextureMap_t
      • RenderModel_TextureMap_t_Packed
      • RenderModel_Vertex_t
      • SkeletalMotionRangeChange
      • SpatialAnchorPose_t
      • SteamVR
      • SteamVR.InitializedStates
      • SteamVR_Action
      • SteamVR_Action_Boolean
      • SteamVR_Action_Boolean.ActiveChangeHandler
      • SteamVR_Action_Boolean.ChangeHandler
      • SteamVR_Action_Boolean.StateDownHandler
      • SteamVR_Action_Boolean.StateHandler
      • SteamVR_Action_Boolean.StateUpHandler
      • SteamVR_Action_Boolean.UpdateHandler
      • SteamVR_Action_Boolean_Source
      • SteamVR_Action_Boolean_Source_Map
      • SteamVR_Action_In_Source
      • SteamVR_Action_In_Source_Map<SourceElement>
      • SteamVR_Action_In<SourceMap, SourceElement>
      • SteamVR_Action_Out_Source
      • SteamVR_Action_Out<SourceMap, SourceElement>
      • SteamVR_Action_Pose
      • SteamVR_Action_Pose.ActiveChangeHandler
      • SteamVR_Action_Pose.ChangeHandler
      • SteamVR_Action_Pose.DeviceConnectedChangeHandler
      • SteamVR_Action_Pose.TrackingChangeHandler
      • SteamVR_Action_Pose.UpdateHandler
      • SteamVR_Action_Pose.ValidPoseChangeHandler
      • SteamVR_Action_Pose_Base<SourceMap, SourceElement>
      • SteamVR_Action_Pose_Source
      • SteamVR_Action_Pose_Source_Map<Source>
      • SteamVR_Action_Single
      • SteamVR_Action_Single.ActiveChangeHandler
      • SteamVR_Action_Single.AxisHandler
      • SteamVR_Action_Single.ChangeHandler
      • SteamVR_Action_Single.UpdateHandler
      • SteamVR_Action_Single_Source
      • SteamVR_Action_Single_Source_Map
      • SteamVR_Action_Skeleton
      • SteamVR_Action_Skeleton.ActiveChangeHandler
      • SteamVR_Action_Skeleton.ChangeHandler
      • SteamVR_Action_Skeleton.DeviceConnectedChangeHandler
      • SteamVR_Action_Skeleton.TrackingChangeHandler
      • SteamVR_Action_Skeleton.UpdateHandler
      • SteamVR_Action_Skeleton.ValidPoseChangeHandler
      • SteamVR_Action_Skeleton_Source
      • SteamVR_Action_Skeleton_Source_Map
      • SteamVR_Action_Source
      • SteamVR_Action_Source_Map
      • SteamVR_Action_Source_Map<SourceElement>
      • SteamVR_Action_Vector2
      • SteamVR_Action_Vector2.ActiveChangeHandler
      • SteamVR_Action_Vector2.AxisHandler
      • SteamVR_Action_Vector2.ChangeHandler
      • SteamVR_Action_Vector2.UpdateHandler
      • SteamVR_Action_Vector2_Source
      • SteamVR_Action_Vector2_Source_Map
      • SteamVR_Action_Vector3
      • SteamVR_Action_Vector3.ActiveChangeHandler
      • SteamVR_Action_Vector3.AxisHandler
      • SteamVR_Action_Vector3.ChangeHandler
      • SteamVR_Action_Vector3.UpdateHandler
      • SteamVR_Action_Vector3_Source
      • SteamVR_Action_Vector3_Source_Map
      • SteamVR_Action_Vibration
      • SteamVR_Action_Vibration.ActiveChangeHandler
      • SteamVR_Action_Vibration.ExecuteHandler
      • SteamVR_Action_Vibration_Source
      • SteamVR_Action_Vibration_Source_Map
      • SteamVR_Action<SourceMap, SourceElement>
      • SteamVR_ActionDirections
      • SteamVR_Actions
      • SteamVR_ActionSet
      • SteamVR_ActionSet_Data
      • SteamVR_ActionSet_Manager
      • SteamVR_ActivateActionSetOnLoad
      • SteamVR_Behaviour
      • SteamVR_Behaviour_Boolean
      • SteamVR_Behaviour_Boolean.ActiveChangeHandler
      • SteamVR_Behaviour_Boolean.ChangeHandler
      • SteamVR_Behaviour_Boolean.StateDownHandler
      • SteamVR_Behaviour_Boolean.StateHandler
      • SteamVR_Behaviour_Boolean.StateUpHandler
      • SteamVR_Behaviour_Boolean.UpdateHandler
      • SteamVR_Behaviour_BooleanEvent
      • SteamVR_Behaviour_Pose
      • SteamVR_Behaviour_Pose.ActiveChangeHandler
      • SteamVR_Behaviour_Pose.ChangeHandler
      • SteamVR_Behaviour_Pose.DeviceConnectedChangeHandler
      • SteamVR_Behaviour_Pose.DeviceIndexChangedHandler
      • SteamVR_Behaviour_Pose.TrackingChangeHandler
      • SteamVR_Behaviour_Pose.UpdateHandler
      • SteamVR_Behaviour_Pose.ValidPoseChangeHandler
      • SteamVR_Behaviour_Pose_ConnectedChangedEvent
      • SteamVR_Behaviour_Pose_DeviceIndexChangedEvent
      • SteamVR_Behaviour_Pose_TrackingChangedEvent
      • SteamVR_Behaviour_PoseEvent
      • SteamVR_Behaviour_Single
      • SteamVR_Behaviour_Single.AxisHandler
      • SteamVR_Behaviour_Single.ChangeHandler
      • SteamVR_Behaviour_Single.UpdateHandler
      • SteamVR_Behaviour_SingleEvent
      • SteamVR_Behaviour_Skeleton
      • SteamVR_Behaviour_Skeleton.ActiveChangeHandler
      • SteamVR_Behaviour_Skeleton.ChangeHandler
      • SteamVR_Behaviour_Skeleton.DeviceConnectedChangeHandler
      • SteamVR_Behaviour_Skeleton.MirrorType
      • SteamVR_Behaviour_Skeleton.TrackingChangeHandler
      • SteamVR_Behaviour_Skeleton.UpdateHandler
      • SteamVR_Behaviour_Skeleton.ValidPoseChangeHandler
      • SteamVR_Behaviour_Skeleton_ConnectedChangedEvent
      • SteamVR_Behaviour_Skeleton_TrackingChangedEvent
      • SteamVR_Behaviour_SkeletonCustom
      • SteamVR_Behaviour_SkeletonEvent
      • SteamVR_Behaviour_Vector2
      • SteamVR_Behaviour_Vector2.AxisHandler
      • SteamVR_Behaviour_Vector2.ChangeHandler
      • SteamVR_Behaviour_Vector2.UpdateHandler
      • SteamVR_Behaviour_Vector2Event
      • SteamVR_Behaviour_Vector3
      • SteamVR_Behaviour_Vector3.AxisHandler
      • SteamVR_Behaviour_Vector3.ChangeHandler
      • SteamVR_Behaviour_Vector3.UpdateHandler
      • SteamVR_Behaviour_Vector3Event
      • SteamVR_Camera
      • SteamVR_CameraFlip
      • SteamVR_CameraMask
      • SteamVR_Ears
      • SteamVR_Events
      • SteamVR_Events.Action
      • SteamVR_Events.Action<T>
      • SteamVR_Events.Action<T0, T1, T2>
      • SteamVR_Events.Action<T0, T1>
      • SteamVR_Events.ActionNoArgs
      • SteamVR_Events.Event
      • SteamVR_Events.Event<T>
      • SteamVR_Events.Event<T0, T1, T2>
      • SteamVR_Events.Event<T0, T1>
      • SteamVR_ExternalCamera
      • SteamVR_ExternalCamera.Config
      • SteamVR_Fade
      • SteamVR_Frustum
      • SteamVR_HistoryBuffer
      • SteamVR_HistoryStep
      • SteamVR_IK
      • SteamVR_Input
      • SteamVR_Input.PosesUpdatedHandler
      • SteamVR_Input.SkeletonsUpdatedHandler
      • SteamVR_Input_ActionSet_buggy
      • SteamVR_Input_ActionSet_default
      • SteamVR_Input_ActionSet_mixedreality
      • SteamVR_Input_ActionSet_platformer
      • SteamVR_Input_Source
      • SteamVR_Input_Sources
      • SteamVR_Input_Sources_Comparer
      • SteamVR_LoadLevel
      • SteamVR_Menu
      • SteamVR_Overlay
      • SteamVR_Overlay.IntersectionResults
      • SteamVR_PlayArea
      • SteamVR_PlayArea.Size
      • SteamVR_Render
      • SteamVR_RenderModel
      • SteamVR_RenderModel.RenderModel
      • SteamVR_RenderModel.RenderModelInterfaceHolder
      • SteamVR_RingBuffer<T>
      • SteamVR_Settings
      • SteamVR_Skeleton_FingerExtensionTypeLists
      • SteamVR_Skeleton_FingerExtensionTypes
      • SteamVR_Skeleton_FingerIndexEnum
      • SteamVR_Skeleton_FingerIndexes
      • SteamVR_Skeleton_FingerSplayIndexEnum
      • SteamVR_Skeleton_FingerSplayIndexes
      • SteamVR_Skeleton_HandMask
      • SteamVR_Skeleton_JointIndexEnum
      • SteamVR_Skeleton_JointIndexes
      • SteamVR_Skeleton_Pose
      • SteamVR_Skeleton_Pose_Hand
      • SteamVR_Skeleton_Poser
      • SteamVR_Skeleton_Poser.PoseBlendingBehaviour
      • SteamVR_Skeleton_Poser.PoseBlendingBehaviour.BlenderTypes
      • SteamVR_Skeleton_Poser.SkeletonBlendablePose
      • SteamVR_Skeleton_PoseSnapshot
      • SteamVR_Skybox
      • SteamVR_Skybox.CellSize
      • SteamVR_SphericalProjection
      • SteamVR_TrackedCamera
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      • SteamVR_TrackedObject
      • SteamVR_TrackedObject.EIndex
      • SteamVR_UpdateModes
      • SteamVR_Utils
      • SteamVR_Utils.RigidTransform
      • SteamVR_Utils.SystemFn
      • Texture_t
      • TrackedDevicePose_t
      • VRActiveActionSet_t
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      • VRControllerState_t
      • VRControllerState_t_Packed
      • VREvent_ApplicationLaunch_t
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      • VREvent_DualAnalog_t
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      • VREvent_InputActionManifestLoad_t
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      • VREvent_Ipd_t
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      • VREvent_MessageOverlay_t
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      • Throwable
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      • WhichHand

    Class SteamVR_Action

    Inheritance
    System.Object
    SteamVR_Action
    SteamVR_Action<SourceMap, SourceElement>
    Implements
    System.IEquatable<SteamVR_Action>
    ISteamVR_Action
    ISteamVR_Action_Source
    Inherited Members
    System.Object.Equals(System.Object, System.Object)
    System.Object.GetType()
    System.Object.MemberwiseClone()
    System.Object.ToString()
    System.Object.ReferenceEquals(System.Object, System.Object)
    Namespace: Valve.VR
    Assembly: Assembly-CSharp.dll
    Syntax
    [Serializable]
    public abstract class SteamVR_Action : IEquatable<SteamVR_Action>, ISteamVR_Action, ISteamVR_Action_Source

    Constructors

    SteamVR_Action()

    Declaration
    public SteamVR_Action()

    Fields

    actionPath

    Declaration
    [SerializeField]
    protected string actionPath
    Field Value
    Type Description
    System.String

    needsReinit

    Declaration
    [SerializeField]
    protected bool needsReinit
    Field Value
    Type Description
    System.Boolean

    startUpdatingSourceOnAccess

    Not recommended. Determines if we should do a lazy-loading style of updating actions where we don't check for their data until the code asks for it. Note: You will have to manually activate actions otherwise. Not recommended.

    Declaration
    public static bool startUpdatingSourceOnAccess
    Field Value
    Type Description
    System.Boolean

    Properties

    actionSet

    The actionset this action is contained within

    Declaration
    public abstract SteamVR_ActionSet actionSet { get; }
    Property Value
    Type Description
    SteamVR_ActionSet

    active

    [Shortcut to: SteamVR_Input_Sources.Any] Returns true if the action is bound and the actionset is active

    Declaration
    public abstract bool active { get; }
    Property Value
    Type Description
    System.Boolean

    activeBinding

    [Shortcut to: SteamVR_Input_Sources.Any] Returns true if the action is bound

    Declaration
    public abstract bool activeBinding { get; }
    Property Value
    Type Description
    System.Boolean

    direction

    The action direction of this action (in for input - most actions, out for output - mainly haptics)

    Declaration
    public abstract SteamVR_ActionDirections direction { get; }
    Property Value
    Type Description
    SteamVR_ActionDirections

    fullPath

    The full string path for this action

    Declaration
    public abstract string fullPath { get; }
    Property Value
    Type Description
    System.String

    handle

    The underlying handle for this action used for native SteamVR Input calls

    Declaration
    public abstract ulong handle { get; }
    Property Value
    Type Description
    System.UInt64

    lastActive

    [Shortcut to: SteamVR_Input_Sources.Any] Returns true if the action was bound and the actionset was active at the previous update

    Declaration
    public abstract bool lastActive { get; }
    Property Value
    Type Description
    System.Boolean

    lastActiveBinding

    Declaration
    public abstract bool lastActiveBinding { get; }
    Property Value
    Type Description
    System.Boolean

    setActive

    [Shortcut to: SteamVR_Input_Sources.Any] Returns true if the action set that contains this action is active for Any input source.

    Declaration
    public bool setActive { get; }
    Property Value
    Type Description
    System.Boolean

    Methods

    Create<CreateType>(String)

    [Should not be called by user code] Creates an actual action that will later be called by user code.

    Declaration
    public static CreateType Create<CreateType>(string newActionPath)
        where CreateType : SteamVR_Action, new()
    Parameters
    Type Name Description
    System.String newActionPath
    Returns
    Type Description
    CreateType
    Type Parameters
    Name Description
    CreateType

    CreateUninitialized(String, Boolean)

    Declaration
    protected abstract void CreateUninitialized(string newActionPath, bool caseSensitive)
    Parameters
    Type Name Description
    System.String newActionPath
    System.Boolean caseSensitive

    CreateUninitialized(String, SteamVR_ActionDirections, String, Boolean)

    Declaration
    protected abstract void CreateUninitialized(string newActionSet, SteamVR_ActionDirections direction, string newAction, bool caseSensitive)
    Parameters
    Type Name Description
    System.String newActionSet
    SteamVR_ActionDirections direction
    System.String newAction
    System.Boolean caseSensitive

    CreateUninitialized<CreateType>(String, Boolean)

    [Should not be called by user code] Creates an uninitialized action that can be saved without being attached to a real action

    Declaration
    public static CreateType CreateUninitialized<CreateType>(string actionPath, bool caseSensitive)
        where CreateType : SteamVR_Action, new()
    Parameters
    Type Name Description
    System.String actionPath
    System.Boolean caseSensitive
    Returns
    Type Description
    CreateType
    Type Parameters
    Name Description
    CreateType

    CreateUninitialized<CreateType>(String, SteamVR_ActionDirections, String, Boolean)

    [Should not be called by user code] Creates an uninitialized action that can be saved without being attached to a real action

    Declaration
    public static CreateType CreateUninitialized<CreateType>(string setName, SteamVR_ActionDirections direction, string newActionName, bool caseSensitive)
        where CreateType : SteamVR_Action, new()
    Parameters
    Type Name Description
    System.String setName
    SteamVR_ActionDirections direction
    System.String newActionName
    System.Boolean caseSensitive
    Returns
    Type Description
    CreateType
    Type Parameters
    Name Description
    CreateType

    Equals(Object)

    Compares two SteamVR_Actions by their action path instead of references

    Declaration
    public override bool Equals(object other)
    Parameters
    Type Name Description
    System.Object other
    Returns
    Type Description
    System.Boolean
    Overrides
    System.Object.Equals(System.Object)

    Equals(SteamVR_Action)

    Compares two SteamVR_Actions by their action path instead of references

    Declaration
    public bool Equals(SteamVR_Action other)
    Parameters
    Type Name Description
    SteamVR_Action other
    Returns
    Type Description
    System.Boolean

    FindExistingActionForPartialPath(String)

    Tries to find an existing action matching some subsection of an action path. More useful functions in SteamVR_Input.

    Declaration
    public static SteamVR_Action FindExistingActionForPartialPath(string path)
    Parameters
    Type Name Description
    System.String path
    Returns
    Type Description
    SteamVR_Action

    GetActive(SteamVR_Input_Sources)

    Gets a value indicating whether or not the action is currently bound and if the containing action set is active

    Declaration
    public abstract bool GetActive(SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    Returns
    Type Description
    System.Boolean

    GetActiveBinding(SteamVR_Input_Sources)

    Gets a value indicating whether or not the action is currently bound

    Declaration
    public abstract bool GetActiveBinding(SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    Returns
    Type Description
    System.Boolean

    GetCopy<CreateType>()

    [Should not be called by user code] Gets a copy of the underlying source map so we're always using the same underlying event data

    Declaration
    public CreateType GetCopy<CreateType>()
        where CreateType : SteamVR_Action, new()
    Returns
    Type Description
    CreateType
    Type Parameters
    Name Description
    CreateType

    GetHashCode()

    Creates a hashcode from the full action path of this action

    Declaration
    public override int GetHashCode()
    Returns
    Type Description
    System.Int32
    Overrides
    System.Object.GetHashCode()

    GetLastActive(SteamVR_Input_Sources)

    Gets the value from the previous update indicating whether or not the action is currently bound and if the containing action set is active

    Declaration
    public abstract bool GetLastActive(SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    Returns
    Type Description
    System.Boolean

    GetLastActiveBinding(SteamVR_Input_Sources)

    Gets the value from the previous update indicating whether or not the action is currently bound

    Declaration
    public abstract bool GetLastActiveBinding(SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    Returns
    Type Description
    System.Boolean

    GetPath()

    Returns the full action path for this action.

    Declaration
    public string GetPath()
    Returns
    Type Description
    System.String

    GetSetActive(SteamVR_Input_Sources)

    Gets a value indicating whether or not the containing action set is active

    Declaration
    public bool GetSetActive(SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    Returns
    Type Description
    System.Boolean

    GetShortName()

    Gets just the name of this action. The last part of the path for this action. Removes action set, and direction.

    Declaration
    public string GetShortName()
    Returns
    Type Description
    System.String

    GetSourceMap()

    Declaration
    public abstract SteamVR_Action_Source_Map GetSourceMap()
    Returns
    Type Description
    SteamVR_Action_Source_Map

    GetTimeLastChanged(SteamVR_Input_Sources)

    Gets the last timestamp this action was changed. (by Time.realtimeSinceStartup)

    Declaration
    public abstract float GetTimeLastChanged(SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The input source to use to select the last changed time

    Returns
    Type Description
    System.Single

    Initialize(Boolean, Boolean)

    Initializes the individual sources as well as the base map itself. Gets the handle for the action from SteamVR and does any other SteamVR related setup that needs to be done

    Declaration
    public abstract void Initialize(bool createNew = false, bool throwNotSetError = true)
    Parameters
    Type Name Description
    System.Boolean createNew
    System.Boolean throwNotSetError

    InitializeCopy(String, SteamVR_Action_Source_Map)

    Declaration
    protected abstract void InitializeCopy(string newActionPath, SteamVR_Action_Source_Map newData)
    Parameters
    Type Name Description
    System.String newActionPath
    SteamVR_Action_Source_Map newData

    IsUpdating(SteamVR_Input_Sources)

    Returns true if the data for this action is being updated for the specified input source. This can be triggered by querying the data

    Declaration
    public abstract bool IsUpdating(SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource
    Returns
    Type Description
    System.Boolean

    PreInitialize(String)

    Prepares the action to be initialized. Creating dictionaries, finding the right existing action, etc.

    Declaration
    public abstract void PreInitialize(string newActionPath)
    Parameters
    Type Name Description
    System.String newActionPath

    TryNeedsInitData()

    Declaration
    public abstract string TryNeedsInitData()
    Returns
    Type Description
    System.String

    Operators

    Equality(SteamVR_Action, SteamVR_Action)

    Compares two SteamVR_Actions by their action path.

    Declaration
    public static bool operator ==(SteamVR_Action action1, SteamVR_Action action2)
    Parameters
    Type Name Description
    SteamVR_Action action1
    SteamVR_Action action2
    Returns
    Type Description
    System.Boolean

    Inequality(SteamVR_Action, SteamVR_Action)

    Compares two SteamVR_Actions by their action path.

    Declaration
    public static bool operator !=(SteamVR_Action action1, SteamVR_Action action2)
    Parameters
    Type Name Description
    SteamVR_Action action1
    SteamVR_Action action2
    Returns
    Type Description
    System.Boolean

    Implements

    System.IEquatable<T>
    ISteamVR_Action
    ISteamVR_Action_Source
    In This Article
    • Constructors
      • SteamVR_Action()
    • Fields
      • actionPath
      • needsReinit
      • startUpdatingSourceOnAccess
    • Properties
      • actionSet
      • active
      • activeBinding
      • direction
      • fullPath
      • handle
      • lastActive
      • lastActiveBinding
      • setActive
    • Methods
      • Create<CreateType>(String)
      • CreateUninitialized(String, Boolean)
      • CreateUninitialized(String, SteamVR_ActionDirections, String, Boolean)
      • CreateUninitialized<CreateType>(String, Boolean)
      • CreateUninitialized<CreateType>(String, SteamVR_ActionDirections, String, Boolean)
      • Equals(Object)
      • Equals(SteamVR_Action)
      • FindExistingActionForPartialPath(String)
      • GetActive(SteamVR_Input_Sources)
      • GetActiveBinding(SteamVR_Input_Sources)
      • GetCopy<CreateType>()
      • GetHashCode()
      • GetLastActive(SteamVR_Input_Sources)
      • GetLastActiveBinding(SteamVR_Input_Sources)
      • GetPath()
      • GetSetActive(SteamVR_Input_Sources)
      • GetShortName()
      • GetSourceMap()
      • GetTimeLastChanged(SteamVR_Input_Sources)
      • Initialize(Boolean, Boolean)
      • InitializeCopy(String, SteamVR_Action_Source_Map)
      • IsUpdating(SteamVR_Input_Sources)
      • PreInitialize(String)
      • TryNeedsInitData()
    • Operators
      • Equality(SteamVR_Action, SteamVR_Action)
      • Inequality(SteamVR_Action, SteamVR_Action)
    • Implements
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