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    Class SteamVR_Action_Pose

    Inheritance
    System.Object
    SteamVR_Action
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>
    SteamVR_Action_Pose
    Implements
    System.IEquatable<SteamVR_Action>
    ISteamVR_Action_In
    ISteamVR_Action
    ISteamVR_Action_Pose
    ISteamVR_Action_In_Source
    ISteamVR_Action_Source
    UnityEngine.ISerializationCallbackReceiver
    Inherited Members
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.SetUniverseOrigin(ETrackingUniverseOrigin)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.localPosition
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.localRotation
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.trackingState
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.velocity
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.angularVelocity
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.poseIsValid
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.deviceIsConnected
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastLocalPosition
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastLocalRotation
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastTrackingState
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastVelocity
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastAngularVelocity
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastPoseIsValid
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastDeviceIsConnected
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.UpdateValues(Boolean)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetVelocitiesAtTimeOffset(SteamVR_Input_Sources, Single, Vector3, Vector3)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetPoseAtTimeOffset(SteamVR_Input_Sources, Single, Vector3, Quaternion, Vector3, Vector3)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.UpdateTransform(SteamVR_Input_Sources, Transform)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLocalPosition(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLocalRotation(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetVelocity(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetAngularVelocity(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetDeviceIsConnected(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetPoseIsValid(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetTrackingResult(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLastLocalPosition(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLastLocalRotation(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLastVelocity(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLastAngularVelocity(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLastDeviceIsConnected(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLastPoseIsValid(SteamVR_Input_Sources)
    SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLastTrackingResult(SteamVR_Input_Sources)
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.changed
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastChanged
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.changedTime
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.updateTime
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.activeOrigin
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastActiveOrigin
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.activeDevice
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.trackedDeviceIndex
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.renderModelComponentName
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.localizedOriginName
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.UpdateValues()
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetRenderModelComponentName(SteamVR_Input_Sources)
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetActiveDevice(SteamVR_Input_Sources)
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetDeviceIndex(SteamVR_Input_Sources)
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetChanged(SteamVR_Input_Sources)
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetTimeLastChanged(SteamVR_Input_Sources)
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLocalizedOriginPart(SteamVR_Input_Sources, EVRInputStringBits[])
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLocalizedOrigin(SteamVR_Input_Sources)
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.IsUpdating(SteamVR_Input_Sources)
    SteamVR_Action_In<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.ForceAddSourceToUpdateList(SteamVR_Input_Sources)
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.sourceMap
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.Item[SteamVR_Input_Sources]
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.fullPath
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.handle
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.actionSet
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.direction
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.active
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastActive
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.activeBinding
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.lastActiveBinding
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.initialized
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.PreInitialize(String)
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.CreateUninitialized(String, Boolean)
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.CreateUninitialized(String, SteamVR_ActionDirections, String, Boolean)
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.TryNeedsInitData()
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.Initialize(Boolean, Boolean)
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetSourceMap()
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.InitializeCopy(String, SteamVR_Action_Source_Map)
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.InitAfterDeserialize()
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetActive(SteamVR_Input_Sources)
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetActiveBinding(SteamVR_Input_Sources)
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLastActive(SteamVR_Input_Sources)
    SteamVR_Action<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>.GetLastActiveBinding(SteamVR_Input_Sources)
    SteamVR_Action.actionPath
    SteamVR_Action.needsReinit
    SteamVR_Action.startUpdatingSourceOnAccess
    SteamVR_Action.Create<CreateType>(String)
    SteamVR_Action.CreateUninitialized<CreateType>(String, SteamVR_ActionDirections, String, Boolean)
    SteamVR_Action.CreateUninitialized<CreateType>(String, Boolean)
    SteamVR_Action.GetCopy<CreateType>()
    SteamVR_Action.TryNeedsInitData()
    SteamVR_Action.InitializeCopy(String, SteamVR_Action_Source_Map)
    SteamVR_Action.fullPath
    SteamVR_Action.handle
    SteamVR_Action.actionSet
    SteamVR_Action.direction
    SteamVR_Action.setActive
    SteamVR_Action.active
    SteamVR_Action.activeBinding
    SteamVR_Action.lastActive
    SteamVR_Action.lastActiveBinding
    SteamVR_Action.PreInitialize(String)
    SteamVR_Action.CreateUninitialized(String, Boolean)
    SteamVR_Action.CreateUninitialized(String, SteamVR_ActionDirections, String, Boolean)
    SteamVR_Action.Initialize(Boolean, Boolean)
    SteamVR_Action.GetTimeLastChanged(SteamVR_Input_Sources)
    SteamVR_Action.GetSourceMap()
    SteamVR_Action.GetActive(SteamVR_Input_Sources)
    SteamVR_Action.GetSetActive(SteamVR_Input_Sources)
    SteamVR_Action.GetActiveBinding(SteamVR_Input_Sources)
    SteamVR_Action.GetLastActive(SteamVR_Input_Sources)
    SteamVR_Action.GetLastActiveBinding(SteamVR_Input_Sources)
    SteamVR_Action.GetPath()
    SteamVR_Action.IsUpdating(SteamVR_Input_Sources)
    SteamVR_Action.GetHashCode()
    SteamVR_Action.Equals(SteamVR_Action)
    SteamVR_Action.Equals(Object)
    SteamVR_Action.FindExistingActionForPartialPath(String)
    SteamVR_Action.GetShortName()
    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 class SteamVR_Action_Pose : SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>, IEquatable<SteamVR_Action>, ISteamVR_Action_In, ISteamVR_Action, ISteamVR_Action_Pose, ISteamVR_Action_In_Source, ISteamVR_Action_Source, ISerializationCallbackReceiver

    Methods

    AddOnActiveChangeListener(SteamVR_Input_Sources, SteamVR_Action_Pose.ActiveChangeHandler)

    Executes a function when this action's bound state changes

    Declaration
    public void AddOnActiveChangeListener(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.ActiveChangeHandler functionToCall)
    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.

    SteamVR_Action_Pose.ActiveChangeHandler functionToCall

    AddOnChangeListener(SteamVR_Input_Sources, SteamVR_Action_Pose.ChangeHandler)

    Executes a function when the state of this action (with the specified inputSource) changes

    Declaration
    public void AddOnChangeListener(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.ChangeHandler functionToCall)
    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.

    SteamVR_Action_Pose.ChangeHandler functionToCall

    A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value

    AddOnDeviceConnectedChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.DeviceConnectedChangeHandler)

    Fires an event when a device is connected or disconnected.

    Declaration
    public void AddOnDeviceConnectedChanged(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.DeviceConnectedChangeHandler functionToCall)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to add an event to. Any if the action is not device specific.

    SteamVR_Action_Pose.DeviceConnectedChangeHandler functionToCall

    The method you would like to be called when a device is connected. Should take a SteamVR_Action_Pose as a param

    AddOnTrackingChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.TrackingChangeHandler)

    Fires an event when the tracking of the device has changed

    Declaration
    public void AddOnTrackingChanged(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.TrackingChangeHandler functionToCall)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to add an event to. Any if the action is not device specific.

    SteamVR_Action_Pose.TrackingChangeHandler functionToCall

    The method you would like to be called when tracking has changed. Should take a SteamVR_Action_Pose as a param

    AddOnUpdateListener(SteamVR_Input_Sources, SteamVR_Action_Pose.UpdateHandler)

    Executes a function when the state of this action (with the specified inputSource) is updated.

    Declaration
    public void AddOnUpdateListener(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.UpdateHandler functionToCall)
    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.

    SteamVR_Action_Pose.UpdateHandler functionToCall

    A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value

    AddOnValidPoseChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.ValidPoseChangeHandler)

    Fires an event when the device now has a valid pose or no longer has a valid pose

    Declaration
    public void AddOnValidPoseChanged(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.ValidPoseChangeHandler functionToCall)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to add an event to. Any if the action is not device specific.

    SteamVR_Action_Pose.ValidPoseChangeHandler functionToCall

    The method you would like to be called when the pose has become valid or invalid. Should take a SteamVR_Action_Pose as a param

    RemoveOnActiveChangeListener(SteamVR_Input_Sources, SteamVR_Action_Pose.ActiveChangeHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnActiveChangeListener(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.ActiveChangeHandler functionToStopCalling)
    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.

    SteamVR_Action_Pose.ActiveChangeHandler functionToStopCalling

    The local function that you've setup to receive update events

    RemoveOnChangeListener(SteamVR_Input_Sources, SteamVR_Action_Pose.ChangeHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnChangeListener(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.ChangeHandler functionToStopCalling)
    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.

    SteamVR_Action_Pose.ChangeHandler functionToStopCalling

    The local function that you've setup to receive on change events

    RemoveOnDeviceConnectedChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.DeviceConnectedChangeHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnDeviceConnectedChanged(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.DeviceConnectedChangeHandler functionToStopCalling)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to remove an event from. Any if the action is not device specific.

    SteamVR_Action_Pose.DeviceConnectedChangeHandler functionToStopCalling

    The method you would like to stop calling when a device is connected. Should take a SteamVR_Action_Pose as a param

    RemoveOnTrackingChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.TrackingChangeHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnTrackingChanged(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.TrackingChangeHandler functionToStopCalling)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to remove an event from. Any if the action is not device specific.

    SteamVR_Action_Pose.TrackingChangeHandler functionToStopCalling

    The method you would like to stop calling when tracking has changed. Should take a SteamVR_Action_Pose as a param

    RemoveOnUpdateListener(SteamVR_Input_Sources, SteamVR_Action_Pose.UpdateHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnUpdateListener(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.UpdateHandler functionToStopCalling)
    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.

    SteamVR_Action_Pose.UpdateHandler functionToStopCalling

    The local function that you've setup to receive update events

    RemoveOnValidPoseChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.ValidPoseChangeHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnValidPoseChanged(SteamVR_Input_Sources inputSource, SteamVR_Action_Pose.ValidPoseChangeHandler functionToStopCalling)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to remove an event from. Any if the action is not device specific.

    SteamVR_Action_Pose.ValidPoseChangeHandler functionToStopCalling

    The method you would like to stop calling when the pose has become valid or invalid. Should take a SteamVR_Action_Pose as a param

    SetTrackingUniverseOrigin(ETrackingUniverseOrigin)

    Sets all pose and skeleton actions to use the specified universe origin.

    Declaration
    public static void SetTrackingUniverseOrigin(ETrackingUniverseOrigin newOrigin)
    Parameters
    Type Name Description
    ETrackingUniverseOrigin newOrigin

    Events

    onActiveBindingChange

    [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the active state of the binding changes

    Declaration
    public event SteamVR_Action_Pose.ActiveChangeHandler onActiveBindingChange
    Event Type
    Type Description
    SteamVR_Action_Pose.ActiveChangeHandler

    onActiveChange

    [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the active state (ActionSet active and binding active) changes

    Declaration
    public event SteamVR_Action_Pose.ActiveChangeHandler onActiveChange
    Event Type
    Type Description
    SteamVR_Action_Pose.ActiveChangeHandler

    onChange

    [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the orientation of the pose changes more than the changeTolerance

    Declaration
    public event SteamVR_Action_Pose.ChangeHandler onChange
    Event Type
    Type Description
    SteamVR_Action_Pose.ChangeHandler

    onDeviceConnectedChanged

    [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the device bound to this pose is connected or disconnected

    Declaration
    public event SteamVR_Action_Pose.DeviceConnectedChangeHandler onDeviceConnectedChanged
    Event Type
    Type Description
    SteamVR_Action_Pose.DeviceConnectedChangeHandler

    onTrackingChanged

    [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the state of the tracking has changed

    Declaration
    public event SteamVR_Action_Pose.TrackingChangeHandler onTrackingChanged
    Event Type
    Type Description
    SteamVR_Action_Pose.TrackingChangeHandler

    onUpdate

    [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the action is updated

    Declaration
    public event SteamVR_Action_Pose.UpdateHandler onUpdate
    Event Type
    Type Description
    SteamVR_Action_Pose.UpdateHandler

    onValidPoseChanged

    [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the validity of the pose has changed

    Declaration
    public event SteamVR_Action_Pose.ValidPoseChangeHandler onValidPoseChanged
    Event Type
    Type Description
    SteamVR_Action_Pose.ValidPoseChangeHandler

    Explicit Interface Implementations

    ISerializationCallbackReceiver.OnAfterDeserialize()

    Declaration
    void ISerializationCallbackReceiver.OnAfterDeserialize()

    ISerializationCallbackReceiver.OnBeforeSerialize()

    Declaration
    void ISerializationCallbackReceiver.OnBeforeSerialize()

    Implements

    System.IEquatable<T>
    ISteamVR_Action_In
    ISteamVR_Action
    ISteamVR_Action_Pose
    ISteamVR_Action_In_Source
    ISteamVR_Action_Source
    UnityEngine.ISerializationCallbackReceiver
    In This Article
    • Methods
      • AddOnActiveChangeListener(SteamVR_Input_Sources, SteamVR_Action_Pose.ActiveChangeHandler)
      • AddOnChangeListener(SteamVR_Input_Sources, SteamVR_Action_Pose.ChangeHandler)
      • AddOnDeviceConnectedChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.DeviceConnectedChangeHandler)
      • AddOnTrackingChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.TrackingChangeHandler)
      • AddOnUpdateListener(SteamVR_Input_Sources, SteamVR_Action_Pose.UpdateHandler)
      • AddOnValidPoseChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.ValidPoseChangeHandler)
      • RemoveOnActiveChangeListener(SteamVR_Input_Sources, SteamVR_Action_Pose.ActiveChangeHandler)
      • RemoveOnChangeListener(SteamVR_Input_Sources, SteamVR_Action_Pose.ChangeHandler)
      • RemoveOnDeviceConnectedChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.DeviceConnectedChangeHandler)
      • RemoveOnTrackingChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.TrackingChangeHandler)
      • RemoveOnUpdateListener(SteamVR_Input_Sources, SteamVR_Action_Pose.UpdateHandler)
      • RemoveOnValidPoseChanged(SteamVR_Input_Sources, SteamVR_Action_Pose.ValidPoseChangeHandler)
      • SetTrackingUniverseOrigin(ETrackingUniverseOrigin)
    • Events
      • onActiveBindingChange
      • onActiveChange
      • onChange
      • onDeviceConnectedChanged
      • onTrackingChanged
      • onUpdate
      • onValidPoseChanged
    • Explicit Interface Implementations
      • ISerializationCallbackReceiver.OnAfterDeserialize()
      • ISerializationCallbackReceiver.OnBeforeSerialize()
    • Implements
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