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  • SteamVR_Action_Pose_Base<SourceMap, SourceElement>

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      • SteamVR_Action_Pose
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      • SteamVR_Action_Pose_Base<SourceMap, SourceElement>
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      • SteamVR_Action_Single
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    Class SteamVR_Action_Pose_Base<SourceMap, SourceElement>

    Inheritance
    System.Object
    SteamVR_Action
    SteamVR_Action<SourceMap, SourceElement>
    SteamVR_Action_In<SourceMap, SourceElement>
    SteamVR_Action_Pose_Base<SourceMap, SourceElement>
    SteamVR_Action_Pose
    SteamVR_Action_Skeleton
    Implements
    System.IEquatable<SteamVR_Action>
    ISteamVR_Action_In
    ISteamVR_Action
    ISteamVR_Action_Pose
    ISteamVR_Action_In_Source
    ISteamVR_Action_Source
    Inherited Members
    SteamVR_Action_In<SourceMap, SourceElement>.changed
    SteamVR_Action_In<SourceMap, SourceElement>.lastChanged
    SteamVR_Action_In<SourceMap, SourceElement>.changedTime
    SteamVR_Action_In<SourceMap, SourceElement>.updateTime
    SteamVR_Action_In<SourceMap, SourceElement>.activeOrigin
    SteamVR_Action_In<SourceMap, SourceElement>.lastActiveOrigin
    SteamVR_Action_In<SourceMap, SourceElement>.activeDevice
    SteamVR_Action_In<SourceMap, SourceElement>.trackedDeviceIndex
    SteamVR_Action_In<SourceMap, SourceElement>.renderModelComponentName
    SteamVR_Action_In<SourceMap, SourceElement>.localizedOriginName
    SteamVR_Action_In<SourceMap, SourceElement>.UpdateValues()
    SteamVR_Action_In<SourceMap, SourceElement>.GetRenderModelComponentName(SteamVR_Input_Sources)
    SteamVR_Action_In<SourceMap, SourceElement>.GetActiveDevice(SteamVR_Input_Sources)
    SteamVR_Action_In<SourceMap, SourceElement>.GetDeviceIndex(SteamVR_Input_Sources)
    SteamVR_Action_In<SourceMap, SourceElement>.GetChanged(SteamVR_Input_Sources)
    SteamVR_Action_In<SourceMap, SourceElement>.GetTimeLastChanged(SteamVR_Input_Sources)
    SteamVR_Action_In<SourceMap, SourceElement>.GetLocalizedOriginPart(SteamVR_Input_Sources, EVRInputStringBits[])
    SteamVR_Action_In<SourceMap, SourceElement>.GetLocalizedOrigin(SteamVR_Input_Sources)
    SteamVR_Action_In<SourceMap, SourceElement>.IsUpdating(SteamVR_Input_Sources)
    SteamVR_Action_In<SourceMap, SourceElement>.ForceAddSourceToUpdateList(SteamVR_Input_Sources)
    SteamVR_Action<SourceMap, SourceElement>.sourceMap
    SteamVR_Action<SourceMap, SourceElement>.Item[SteamVR_Input_Sources]
    SteamVR_Action<SourceMap, SourceElement>.fullPath
    SteamVR_Action<SourceMap, SourceElement>.handle
    SteamVR_Action<SourceMap, SourceElement>.actionSet
    SteamVR_Action<SourceMap, SourceElement>.direction
    SteamVR_Action<SourceMap, SourceElement>.active
    SteamVR_Action<SourceMap, SourceElement>.lastActive
    SteamVR_Action<SourceMap, SourceElement>.activeBinding
    SteamVR_Action<SourceMap, SourceElement>.lastActiveBinding
    SteamVR_Action<SourceMap, SourceElement>.initialized
    SteamVR_Action<SourceMap, SourceElement>.PreInitialize(String)
    SteamVR_Action<SourceMap, SourceElement>.CreateUninitialized(String, Boolean)
    SteamVR_Action<SourceMap, SourceElement>.CreateUninitialized(String, SteamVR_ActionDirections, String, Boolean)
    SteamVR_Action<SourceMap, SourceElement>.TryNeedsInitData()
    SteamVR_Action<SourceMap, SourceElement>.Initialize(Boolean, Boolean)
    SteamVR_Action<SourceMap, SourceElement>.GetSourceMap()
    SteamVR_Action<SourceMap, SourceElement>.InitializeCopy(String, SteamVR_Action_Source_Map)
    SteamVR_Action<SourceMap, SourceElement>.InitAfterDeserialize()
    SteamVR_Action<SourceMap, SourceElement>.GetActive(SteamVR_Input_Sources)
    SteamVR_Action<SourceMap, SourceElement>.GetActiveBinding(SteamVR_Input_Sources)
    SteamVR_Action<SourceMap, SourceElement>.GetLastActive(SteamVR_Input_Sources)
    SteamVR_Action<SourceMap, SourceElement>.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 abstract class SteamVR_Action_Pose_Base<SourceMap, SourceElement> : SteamVR_Action_In<SourceMap, SourceElement>, IEquatable<SteamVR_Action>, ISteamVR_Action_In, ISteamVR_Action, ISteamVR_Action_Pose, ISteamVR_Action_In_Source, ISteamVR_Action_Source where SourceMap : SteamVR_Action_Pose_Source_Map<SourceElement>, new()
        where SourceElement : SteamVR_Action_Pose_Source, new()
    Type Parameters
    Name Description
    SourceMap
    SourceElement

    Constructors

    SteamVR_Action_Pose_Base()

    Declaration
    public SteamVR_Action_Pose_Base()

    Properties

    angularVelocity

    [Shortcut to: SteamVR_Input_Sources.Any] The local angular velocity of this pose relative to the universe origin

    Declaration
    public Vector3 angularVelocity { get; }
    Property Value
    Type Description
    UnityEngine.Vector3

    deviceIsConnected

    [Shortcut to: SteamVR_Input_Sources.Any] True if the device bound to this action and input source is connected

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

    lastAngularVelocity

    [Shortcut to: SteamVR_Input_Sources.Any] The angular velocity for this pose during the previous update

    Declaration
    public Vector3 lastAngularVelocity { get; }
    Property Value
    Type Description
    UnityEngine.Vector3

    lastDeviceIsConnected

    [Shortcut to: SteamVR_Input_Sources.Any] True if the device bound to this action was connected during the previous update

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

    lastLocalPosition

    [Shortcut to: SteamVR_Input_Sources.Any] The local position for this pose during the previous update

    Declaration
    public Vector3 lastLocalPosition { get; }
    Property Value
    Type Description
    UnityEngine.Vector3

    lastLocalRotation

    [Shortcut to: SteamVR_Input_Sources.Any] The local rotation for this pose during the previous update

    Declaration
    public Quaternion lastLocalRotation { get; }
    Property Value
    Type Description
    UnityEngine.Quaternion

    lastPoseIsValid

    [Shortcut to: SteamVR_Input_Sources.Any] True if the pose was valid during the previous update

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

    lastTrackingState

    [Shortcut to: SteamVR_Input_Sources.Any] The tracking state for this pose during the previous update

    Declaration
    public ETrackingResult lastTrackingState { get; }
    Property Value
    Type Description
    ETrackingResult

    lastVelocity

    [Shortcut to: SteamVR_Input_Sources.Any] The velocity for this pose during the previous update

    Declaration
    public Vector3 lastVelocity { get; }
    Property Value
    Type Description
    UnityEngine.Vector3

    localPosition

    [Shortcut to: SteamVR_Input_Sources.Any] The local position of this action relative to the universe origin

    Declaration
    public Vector3 localPosition { get; }
    Property Value
    Type Description
    UnityEngine.Vector3

    localRotation

    [Shortcut to: SteamVR_Input_Sources.Any] The local rotation of this action relative to the universe origin

    Declaration
    public Quaternion localRotation { get; }
    Property Value
    Type Description
    UnityEngine.Quaternion

    poseIsValid

    [Shortcut to: SteamVR_Input_Sources.Any] True if the pose retrieved for this action and input source is valid (good data from the tracking source)

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

    trackingState

    [Shortcut to: SteamVR_Input_Sources.Any] The state of the tracking system that is used to create pose data (position, rotation, etc)

    Declaration
    public ETrackingResult trackingState { get; }
    Property Value
    Type Description
    ETrackingResult

    velocity

    [Shortcut to: SteamVR_Input_Sources.Any] The local velocity of this pose relative to the universe origin

    Declaration
    public Vector3 velocity { get; }
    Property Value
    Type Description
    UnityEngine.Vector3

    Methods

    GetAngularVelocity(SteamVR_Input_Sources)

    The local angular velocity of this pose relative to the universe origin

    Declaration
    public Vector3 GetAngularVelocity(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
    UnityEngine.Vector3

    GetDeviceIsConnected(SteamVR_Input_Sources)

    True if the device bound to this action and input source is connected

    Declaration
    public bool GetDeviceIsConnected(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

    GetLastAngularVelocity(SteamVR_Input_Sources)

    The angular velocity for this pose during the previous update

    Declaration
    public Vector3 GetLastAngularVelocity(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
    UnityEngine.Vector3

    GetLastDeviceIsConnected(SteamVR_Input_Sources)

    True if the device bound to this action was connected during the previous update

    Declaration
    public bool GetLastDeviceIsConnected(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

    GetLastLocalPosition(SteamVR_Input_Sources)

    The local position for this pose during the previous update

    Declaration
    public Vector3 GetLastLocalPosition(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
    UnityEngine.Vector3

    GetLastLocalRotation(SteamVR_Input_Sources)

    The local rotation for this pose during the previous update

    Declaration
    public Quaternion GetLastLocalRotation(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
    UnityEngine.Quaternion

    GetLastPoseIsValid(SteamVR_Input_Sources)

    True if the pose was valid during the previous update

    Declaration
    public bool GetLastPoseIsValid(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

    GetLastTrackingResult(SteamVR_Input_Sources)

    The tracking state for this pose during the previous update

    Declaration
    public ETrackingResult GetLastTrackingResult(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
    ETrackingResult

    GetLastVelocity(SteamVR_Input_Sources)

    The velocity for this pose during the previous update

    Declaration
    public Vector3 GetLastVelocity(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
    UnityEngine.Vector3

    GetLocalPosition(SteamVR_Input_Sources)

    The local position of this action relative to the universe origin

    Declaration
    public Vector3 GetLocalPosition(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
    UnityEngine.Vector3

    GetLocalRotation(SteamVR_Input_Sources)

    The local rotation of this action relative to the universe origin

    Declaration
    public Quaternion GetLocalRotation(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
    UnityEngine.Quaternion

    GetPoseAtTimeOffset(SteamVR_Input_Sources, Single, out Vector3, out Quaternion, out Vector3, out Vector3)

    SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.

    Declaration
    public bool GetPoseAtTimeOffset(SteamVR_Input_Sources inputSource, float secondsFromNow, out Vector3 localPosition, out Quaternion localRotation, out Vector3 velocity, out Vector3 angularVelocity)
    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.

    System.Single secondsFromNow

    The time offset in the future (estimated) or in the past (previously recorded) you want to get data from

    UnityEngine.Vector3 localPosition
    UnityEngine.Quaternion localRotation
    UnityEngine.Vector3 velocity
    UnityEngine.Vector3 angularVelocity
    Returns
    Type Description
    System.Boolean

    true if the call succeeded

    GetPoseIsValid(SteamVR_Input_Sources)

    True if the pose retrieved for this action and input source is valid (good data from the tracking source)

    Declaration
    public bool GetPoseIsValid(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

    GetTrackingResult(SteamVR_Input_Sources)

    The state of the tracking system that is used to create pose data (position, rotation, etc)

    Declaration
    public ETrackingResult GetTrackingResult(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
    ETrackingResult

    GetVelocitiesAtTimeOffset(SteamVR_Input_Sources, Single, out Vector3, out Vector3)

    SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.

    Declaration
    public bool GetVelocitiesAtTimeOffset(SteamVR_Input_Sources inputSource, float secondsFromNow, out Vector3 velocity, out Vector3 angularVelocity)
    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.

    System.Single secondsFromNow

    The time offset in the future (estimated) or in the past (previously recorded) you want to get data from

    UnityEngine.Vector3 velocity
    UnityEngine.Vector3 angularVelocity
    Returns
    Type Description
    System.Boolean

    true if the call succeeded

    GetVelocity(SteamVR_Input_Sources)

    The local velocity of this pose relative to the universe origin

    Declaration
    public Vector3 GetVelocity(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
    UnityEngine.Vector3

    SetUniverseOrigin(ETrackingUniverseOrigin)

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

    Declaration
    protected static void SetUniverseOrigin(ETrackingUniverseOrigin newOrigin)
    Parameters
    Type Name Description
    ETrackingUniverseOrigin newOrigin

    UpdateTransform(SteamVR_Input_Sources, Transform)

    Update a transform's local position and local roation to match the pose from the most recent update

    Declaration
    public virtual void UpdateTransform(SteamVR_Input_Sources inputSource, Transform transformToUpdate)
    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.

    UnityEngine.Transform transformToUpdate

    The transform of the object to be updated

    UpdateValues(Boolean)

    [Should not be called by user code] Updates the data for all the input sources the system has detected need to be updated.

    Declaration
    public virtual void UpdateValues(bool skipStateAndEventUpdates)
    Parameters
    Type Name Description
    System.Boolean skipStateAndEventUpdates

    Implements

    System.IEquatable<T>
    ISteamVR_Action_In
    ISteamVR_Action
    ISteamVR_Action_Pose
    ISteamVR_Action_In_Source
    ISteamVR_Action_Source
    In This Article
    • Constructors
      • SteamVR_Action_Pose_Base()
    • Properties
      • angularVelocity
      • deviceIsConnected
      • lastAngularVelocity
      • lastDeviceIsConnected
      • lastLocalPosition
      • lastLocalRotation
      • lastPoseIsValid
      • lastTrackingState
      • lastVelocity
      • localPosition
      • localRotation
      • poseIsValid
      • trackingState
      • velocity
    • Methods
      • GetAngularVelocity(SteamVR_Input_Sources)
      • GetDeviceIsConnected(SteamVR_Input_Sources)
      • GetLastAngularVelocity(SteamVR_Input_Sources)
      • GetLastDeviceIsConnected(SteamVR_Input_Sources)
      • GetLastLocalPosition(SteamVR_Input_Sources)
      • GetLastLocalRotation(SteamVR_Input_Sources)
      • GetLastPoseIsValid(SteamVR_Input_Sources)
      • GetLastTrackingResult(SteamVR_Input_Sources)
      • GetLastVelocity(SteamVR_Input_Sources)
      • GetLocalPosition(SteamVR_Input_Sources)
      • GetLocalRotation(SteamVR_Input_Sources)
      • GetPoseAtTimeOffset(SteamVR_Input_Sources, Single, out Vector3, out Quaternion, out Vector3, out Vector3)
      • GetPoseIsValid(SteamVR_Input_Sources)
      • GetTrackingResult(SteamVR_Input_Sources)
      • GetVelocitiesAtTimeOffset(SteamVR_Input_Sources, Single, out Vector3, out Vector3)
      • GetVelocity(SteamVR_Input_Sources)
      • SetUniverseOrigin(ETrackingUniverseOrigin)
      • UpdateTransform(SteamVR_Input_Sources, Transform)
      • UpdateValues(Boolean)
    • Implements
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