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      • SteamVR_Behaviour_Skeleton.ActiveChangeHandler
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    Class SteamVR_Action_Skeleton

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

    Constructors

    SteamVR_Action_Skeleton()

    Declaration
    public SteamVR_Action_Skeleton()

    Fields

    numBones

    Declaration
    public const int numBones = 31
    Field Value
    Type Description
    System.Int32

    steamVRFixUpRotation

    Declaration
    public static Quaternion steamVRFixUpRotation
    Field Value
    Type Description
    UnityEngine.Quaternion

    Properties

    boneCount

    The number of bones in the skeleton for this action

    Declaration
    public int boneCount { get; }
    Property Value
    Type Description
    System.Int32

    bonePositions

    An array of the positions of the bones from the most recent update. Relative to skeletalTransformSpace. See SteamVR_Skeleton_JointIndexes for bone indexes.

    Declaration
    public Vector3[] bonePositions { get; }
    Property Value
    Type Description
    UnityEngine.Vector3[]

    boneRotations

    An array of the rotations of the bones from the most recent update. Relative to skeletalTransformSpace. See SteamVR_Skeleton_JointIndexes for bone indexes.

    Declaration
    public Quaternion[] boneRotations { get; }
    Property Value
    Type Description
    UnityEngine.Quaternion[]

    fingerCurls

    0-1 values representing how curled the specified finger is. 0 being straight, 1 being fully curled. For indexes see: SteamVR_Skeleton_FingerIndexes

    Declaration
    public float[] fingerCurls { get; }
    Property Value
    Type Description
    System.Single[]

    fingerSplays

    0-1 values representing how splayed the specified finger and it's next index'd finger is. For indexes see: SteamVR_Skeleton_FingerIndexes

    Declaration
    public float[] fingerSplays { get; }
    Property Value
    Type Description
    System.Single[]

    indexCurl

    A 0-1 value representing how curled the index finger is. 0 being straight, 1 being fully curled.

    Declaration
    public float indexCurl { get; }
    Property Value
    Type Description
    System.Single

    indexMiddleSplay

    A 0-1 value representing the size of the gap between the index and middle fingers

    Declaration
    public float indexMiddleSplay { get; }
    Property Value
    Type Description
    System.Single

    lastBonePositions

    From the previous update: An array of the positions of the bones from the most recent update. Relative to skeletalTransformSpace. See SteamVR_Skeleton_JointIndexes for bone indexes.

    Declaration
    public Vector3[] lastBonePositions { get; }
    Property Value
    Type Description
    UnityEngine.Vector3[]

    lastBoneRotations

    From the previous update: An array of the rotations of the bones from the most recent update. Relative to skeletalTransformSpace. See SteamVR_Skeleton_JointIndexes for bone indexes.

    Declaration
    public Quaternion[] lastBoneRotations { get; }
    Property Value
    Type Description
    UnityEngine.Quaternion[]

    lastFingerCurls

    [Previous Update] 0-1 values representing how curled the specified finger is. 0 being straight, 1 being fully curled. For indexes see: SteamVR_Skeleton_FingerIndexes

    Declaration
    public float[] lastFingerCurls { get; }
    Property Value
    Type Description
    System.Single[]

    lastFingerSplays

    [Previous Update] 0-1 values representing how splayed the specified finger and it's next index'd finger is. For indexes see: SteamVR_Skeleton_FingerIndexes

    Declaration
    public float[] lastFingerSplays { get; }
    Property Value
    Type Description
    System.Single[]

    lastIndexCurl

    [Previous Update] A 0-1 value representing how curled the index finger is. 0 being straight, 1 being fully curled.

    Declaration
    public float lastIndexCurl { get; }
    Property Value
    Type Description
    System.Single

    lastIndexMiddleSplay

    [Previous Update] A 0-1 value representing the size of the gap between the index and middle fingers

    Declaration
    public float lastIndexMiddleSplay { get; }
    Property Value
    Type Description
    System.Single

    lastMiddleCurl

    [Previous Update] A 0-1 value representing how curled the middle finger is. 0 being straight, 1 being fully curled.

    Declaration
    public float lastMiddleCurl { get; }
    Property Value
    Type Description
    System.Single

    lastMiddleRingSplay

    [Previous Update] A 0-1 value representing the size of the gap between the middle and ring fingers

    Declaration
    public float lastMiddleRingSplay { get; }
    Property Value
    Type Description
    System.Single

    lastPinkyCurl

    [Previous Update] A 0-1 value representing how curled the pinky finger is. 0 being straight, 1 being fully curled.

    Declaration
    public float lastPinkyCurl { get; }
    Property Value
    Type Description
    System.Single

    lastRingCurl

    [Previous Update] A 0-1 value representing how curled the ring finger is. 0 being straight, 1 being fully curled.

    Declaration
    public float lastRingCurl { get; }
    Property Value
    Type Description
    System.Single

    lastRingPinkySplay

    [Previous Update] A 0-1 value representing the size of the gap between the ring and pinky fingers

    Declaration
    public float lastRingPinkySplay { get; }
    Property Value
    Type Description
    System.Single

    lastThumbCurl

    [Previous Update] A 0-1 value representing how curled the thumb is. 0 being straight, 1 being fully curled.

    Declaration
    public float lastThumbCurl { get; }
    Property Value
    Type Description
    System.Single

    lastThumbIndexSplay

    [Previous Update] A 0-1 value representing the size of the gap between the thumb and index fingers

    Declaration
    public float lastThumbIndexSplay { get; }
    Property Value
    Type Description
    System.Single

    middleCurl

    A 0-1 value representing how curled the middle finger is. 0 being straight, 1 being fully curled.

    Declaration
    public float middleCurl { get; }
    Property Value
    Type Description
    System.Single

    middleRingSplay

    A 0-1 value representing the size of the gap between the middle and ring fingers

    Declaration
    public float middleRingSplay { get; }
    Property Value
    Type Description
    System.Single

    pinkyCurl

    A 0-1 value representing how curled the pinky finger is. 0 being straight, 1 being fully curled.

    Declaration
    public float pinkyCurl { get; }
    Property Value
    Type Description
    System.Single

    poseChanged

    Separate from "changed". If the pose for this skeleton action has changed (root position/rotation)

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

    predictedSecondsFromNow

    The amount of time in the future (or past!) the input system will predict poses for. Default is one frame forward (at 90hz) to account for render time.

    Declaration
    public float predictedSecondsFromNow { get; set; }
    Property Value
    Type Description
    System.Single

    rangeOfMotion

    The range of motion the we're using to get bone data from. With Controller being your hand while holding the controller.

    Declaration
    public EVRSkeletalMotionRange rangeOfMotion { get; set; }
    Property Value
    Type Description
    EVRSkeletalMotionRange

    ringCurl

    A 0-1 value representing how curled the ring finger is. 0 being straight, 1 being fully curled.

    Declaration
    public float ringCurl { get; }
    Property Value
    Type Description
    System.Single

    ringPinkySplay

    A 0-1 value representing the size of the gap between the ring and pinky fingers

    Declaration
    public float ringPinkySplay { get; }
    Property Value
    Type Description
    System.Single

    skeletalTrackingLevel

    Get the accuracy level of the skeletal tracking data.

    * Estimated: Body part location can’t be directly determined by the device. Any skeletal pose provided by the device is estimated based on the active buttons, triggers, joysticks, or other input sensors. Examples include the Vive Controller and gamepads.

    * Partial: Body part location can be measured directly but with fewer degrees of freedom than the actual body part.Certain body part positions may be unmeasured by the device and estimated from other input data.Examples include Knuckles or gloves that only measure finger curl

    * Full: Body part location can be measured directly throughout the entire range of motion of the body part.Examples include hi-end mocap systems, or gloves that measure the rotation of each finger segment.

    Declaration
    public EVRSkeletalTrackingLevel skeletalTrackingLevel { get; }
    Property Value
    Type Description
    EVRSkeletalTrackingLevel

    skeletalTransformSpace

    The space to get bone data in. Parent space by default

    Declaration
    public EVRSkeletalTransformSpace skeletalTransformSpace { get; set; }
    Property Value
    Type Description
    EVRSkeletalTransformSpace

    thumbCurl

    A 0-1 value representing how curled the thumb is. 0 being straight, 1 being fully curled.

    Declaration
    public float thumbCurl { get; }
    Property Value
    Type Description
    System.Single

    thumbIndexSplay

    A 0-1 value representing the size of the gap between the thumb and index fingers

    Declaration
    public float thumbIndexSplay { get; }
    Property Value
    Type Description
    System.Single

    Methods

    AddOnActiveChangeListener(SteamVR_Action_Skeleton.ActiveChangeHandler)

    Executes a function when this action's bound state changes

    Declaration
    public void AddOnActiveChangeListener(SteamVR_Action_Skeleton.ActiveChangeHandler functionToCall)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.ActiveChangeHandler functionToCall

    AddOnChangeListener(SteamVR_Action_Skeleton.ChangeHandler)

    Executes a function when the state of this action changes

    Declaration
    public void AddOnChangeListener(SteamVR_Action_Skeleton.ChangeHandler functionToCall)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.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_Action_Skeleton.DeviceConnectedChangeHandler)

    Fires an event when a device is connected or disconnected.

    Declaration
    public void AddOnDeviceConnectedChanged(SteamVR_Action_Skeleton.DeviceConnectedChangeHandler functionToCall)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.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_Action_Skeleton.TrackingChangeHandler)

    Fires an event when the tracking of the device has changed

    Declaration
    public void AddOnTrackingChanged(SteamVR_Action_Skeleton.TrackingChangeHandler functionToCall)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.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_Action_Skeleton.UpdateHandler)

    Executes a function when the state of this action is updated.

    Declaration
    public void AddOnUpdateListener(SteamVR_Action_Skeleton.UpdateHandler functionToCall)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.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_Action_Skeleton.ValidPoseChangeHandler)

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

    Declaration
    public void AddOnValidPoseChanged(SteamVR_Action_Skeleton.ValidPoseChangeHandler functionToCall)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.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

    GetActive()

    True if this action is bound and the ActionSet is active

    Declaration
    public bool GetActive()
    Returns
    Type Description
    System.Boolean

    GetAngularVelocity()

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

    Declaration
    public Vector3 GetAngularVelocity()
    Returns
    Type Description
    UnityEngine.Vector3

    GetBoneCount()

    Returns the total number of bones in the skeleton

    Declaration
    public uint GetBoneCount()
    Returns
    Type Description
    System.UInt32

    GetBoneHierarchy()

    Returns the order of bones in the hierarchy

    Declaration
    public int[] GetBoneHierarchy()
    Returns
    Type Description
    System.Int32[]

    GetBoneName(Int32)

    Returns the name of the bone

    Declaration
    public string GetBoneName(int boneIndex)
    Parameters
    Type Name Description
    System.Int32 boneIndex
    Returns
    Type Description
    System.String

    GetBonePositions(Boolean)

    Gets the bone positions in local space. This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Declaration
    public Vector3[] GetBonePositions(bool copy = false)
    Parameters
    Type Name Description
    System.Boolean copy

    This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Returns
    Type Description
    UnityEngine.Vector3[]

    GetBoneRotations(Boolean)

    Gets the bone rotations in local space. This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Declaration
    public Quaternion[] GetBoneRotations(bool copy = false)
    Parameters
    Type Name Description
    System.Boolean copy

    This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Returns
    Type Description
    UnityEngine.Quaternion[]

    GetDeviceIsConnected()

    True if the device bound to this action is connected

    Declaration
    public bool GetDeviceIsConnected()
    Returns
    Type Description
    System.Boolean

    GetFingerCurl(Int32)

    Returns a value indicating how much the passed in finger is currently curled.

    Declaration
    public float GetFingerCurl(int finger)
    Parameters
    Type Name Description
    System.Int32 finger

    The index of the finger to return a curl value for. 0-4. thumb, index, middle, ring, pinky

    Returns
    Type Description
    System.Single

    0-1 value. 0 being straight, 1 being fully curled.

    GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum)

    Returns a value indicating how much the passed in finger is currently curled.

    Declaration
    public float GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum finger)
    Parameters
    Type Name Description
    SteamVR_Skeleton_FingerIndexEnum finger

    The finger to return a curl value for

    Returns
    Type Description
    System.Single

    0-1 value. 0 being straight, 1 being fully curled.

    GetFingerCurls(Boolean)

    Returns the finger curl data that we calculate each update. This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Declaration
    public float[] GetFingerCurls(bool copy = false)
    Parameters
    Type Name Description
    System.Boolean copy

    This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Returns
    Type Description
    System.Single[]

    GetFingerSplays(Boolean)

    Returns the finger splay data that we calculate each update. This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Declaration
    public float[] GetFingerSplays(bool copy = false)
    Parameters
    Type Name Description
    System.Boolean copy

    This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Returns
    Type Description
    System.Single[]

    GetLastAngularVelocity()

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

    Declaration
    public Vector3 GetLastAngularVelocity()
    Returns
    Type Description
    UnityEngine.Vector3

    GetLastBonePositions(Boolean)

    Gets the bone positions in local space from the previous update. This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Declaration
    public Vector3[] GetLastBonePositions(bool copy = false)
    Parameters
    Type Name Description
    System.Boolean copy

    This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Returns
    Type Description
    UnityEngine.Vector3[]

    GetLastBoneRotations(Boolean)

    Gets the bone rotations in local space from the previous update. This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Declaration
    public Quaternion[] GetLastBoneRotations(bool copy = false)
    Parameters
    Type Name Description
    System.Boolean copy

    This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Returns
    Type Description
    UnityEngine.Quaternion[]

    GetLastDeviceIsConnected()

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

    Declaration
    public bool GetLastDeviceIsConnected()
    Returns
    Type Description
    System.Boolean

    GetLastFingerCurl(Int32)

    Returns a value indicating how much the passed in finger was curled during the previous update

    Declaration
    public float GetLastFingerCurl(int finger)
    Parameters
    Type Name Description
    System.Int32 finger

    The index of the finger to return a curl value for. 0-4. thumb, index, middle, ring, pinky

    Returns
    Type Description
    System.Single

    0-1 value. 0 being straight, 1 being fully curled.

    GetLastFingerCurl(SteamVR_Skeleton_FingerIndexEnum)

    Returns a value indicating how much the passed in finger was curled during the previous update

    Declaration
    public float GetLastFingerCurl(SteamVR_Skeleton_FingerIndexEnum finger)
    Parameters
    Type Name Description
    SteamVR_Skeleton_FingerIndexEnum finger

    The finger to return a curl value for

    Returns
    Type Description
    System.Single

    0-1 value. 0 being straight, 1 being fully curled.

    GetLastFingerCurls(Boolean)

    Returns the finger curl data from the previous update. This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Declaration
    public float[] GetLastFingerCurls(bool copy = false)
    Parameters
    Type Name Description
    System.Boolean copy

    This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Returns
    Type Description
    System.Single[]

    GetLastFingerSplays(Boolean)

    Returns the finger splay data from the previous update. This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Declaration
    public float[] GetLastFingerSplays(bool copy = false)
    Parameters
    Type Name Description
    System.Boolean copy

    This array may be modified later so if you want to hold this data then pass true to get a copy of the data instead of the actual array

    Returns
    Type Description
    System.Single[]

    GetLastLocalPosition()

    The last local position of the pose relative to the universe origin

    Declaration
    public Vector3 GetLastLocalPosition()
    Returns
    Type Description
    UnityEngine.Vector3

    GetLastLocalRotation()

    The last local rotation of the pose relative to the universe origin

    Declaration
    public Quaternion GetLastLocalRotation()
    Returns
    Type Description
    UnityEngine.Quaternion

    GetLastPoseIsValid()

    True if the pose was valid during the previous update

    Declaration
    public bool GetLastPoseIsValid()
    Returns
    Type Description
    System.Boolean

    GetLastSplay(Int32)

    Returns a value indicating the size of the gap between fingers during the previous update

    Declaration
    public float GetLastSplay(int fingerGapIndex)
    Parameters
    Type Name Description
    System.Int32 fingerGapIndex

    The index of the finger gap to return a splay value for. 0 being the gap between thumb and index, 1 being the gap between index and middle, 2 being the gap between middle and ring, and 3 being the gap between ring and pinky.

    Returns
    Type Description
    System.Single

    0-1 value. 0 being no gap, 1 being "full" gap

    GetLastSplay(SteamVR_Skeleton_FingerSplayIndexEnum)

    Returns a value indicating the size of the gap between fingers during the previous update

    Declaration
    public float GetLastSplay(SteamVR_Skeleton_FingerSplayIndexEnum fingerSplay)
    Parameters
    Type Name Description
    SteamVR_Skeleton_FingerSplayIndexEnum fingerSplay
    Returns
    Type Description
    System.Single

    0-1 value. 0 being no gap, 1 being "full" gap

    GetLastTrackingResult()

    The tracking state for this pose during the previous update

    Declaration
    public ETrackingResult GetLastTrackingResult()
    Returns
    Type Description
    ETrackingResult

    GetLastVelocity()

    The last local velocity of the pose relative to the universe origin

    Declaration
    public Vector3 GetLastVelocity()
    Returns
    Type Description
    UnityEngine.Vector3

    GetLocalizedName(EVRInputStringBits[])

    Gets the localized name of the device that the action corresponds to. Include as many EVRInputStringBits as you want to add to the localized string

    Declaration
    public string GetLocalizedName(params EVRInputStringBits[] localizedParts)
    Parameters
    Type Name Description
    EVRInputStringBits[] localizedParts
    • VRInputString_Hand - Which hand the origin is in. ex: "Left Hand".
    • VRInputString_ControllerType - What kind of controller the user has in that hand. ex: "Vive Controller".
    • VRInputString_InputSource - What part of that controller is the origin. ex: "Trackpad".
    • VRInputString_All - All of the above. ex: "Left Hand Vive Controller Trackpad".
    Returns
    Type Description
    System.String

    GetLocalPosition()

    The local position of the pose relative to the universe origin

    Declaration
    public Vector3 GetLocalPosition()
    Returns
    Type Description
    UnityEngine.Vector3

    GetLocalRotation()

    The local rotation of the pose relative to the universe origin

    Declaration
    public Quaternion GetLocalRotation()
    Returns
    Type Description
    UnityEngine.Quaternion

    GetPoseAtTimeOffset(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(float secondsFromNow, out Vector3 position, out Quaternion rotation, out Vector3 velocity, out Vector3 angularVelocity)
    Parameters
    Type Name Description
    System.Single secondsFromNow

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

    UnityEngine.Vector3 position
    UnityEngine.Quaternion rotation
    UnityEngine.Vector3 velocity
    UnityEngine.Vector3 angularVelocity
    Returns
    Type Description
    System.Boolean

    true if we successfully returned a pose

    GetPoseIsValid()

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

    Declaration
    public bool GetPoseIsValid()
    Returns
    Type Description
    System.Boolean

    GetReferenceTransforms(EVRSkeletalTransformSpace, EVRSkeletalReferencePose)

    Returns an array of positions/rotations that represent the state of each bone in a reference pose.

    Declaration
    public SteamVR_Utils.RigidTransform[] GetReferenceTransforms(EVRSkeletalTransformSpace transformSpace, EVRSkeletalReferencePose referencePose)
    Parameters
    Type Name Description
    EVRSkeletalTransformSpace transformSpace

    What to get the position/rotation data relative to, the model, or the bone's parent

    EVRSkeletalReferencePose referencePose

    Which reference pose to return

    Returns
    Type Description
    SteamVR_Utils.RigidTransform[]

    GetSetActive()

    True if the ActionSet that contains this action is active

    Declaration
    public bool GetSetActive()
    Returns
    Type Description
    System.Boolean

    GetSkeletalTrackingLevel()

    Get the accuracy level of the skeletal tracking data.

    Declaration
    public EVRSkeletalTrackingLevel GetSkeletalTrackingLevel()
    Returns
    Type Description
    EVRSkeletalTrackingLevel
    • Estimated: Body part location can’t be directly determined by the device. Any skeletal pose provided by the device is estimated based on the active buttons, triggers, joysticks, or other input sensors. Examples include the Vive Controller and gamepads.
    • Partial: Body part location can be measured directly but with fewer degrees of freedom than the actual body part.Certain body part positions may be unmeasured by the device and estimated from other input data.Examples include Knuckles or gloves that only measure finger curl
    • Full: Body part location can be measured directly throughout the entire range of motion of the body part.Examples include hi-end mocap systems, or gloves that measure the rotation of each finger segment.

    GetSplay(Int32)

    Returns a value indicating how the size of the gap between fingers.

    Declaration
    public float GetSplay(int fingerGapIndex)
    Parameters
    Type Name Description
    System.Int32 fingerGapIndex

    The index of the finger gap to return a splay value for. 0 being the gap between thumb and index, 1 being the gap between index and middle, 2 being the gap between middle and ring, and 3 being the gap between ring and pinky.

    Returns
    Type Description
    System.Single

    0-1 value. 0 being no gap, 1 being "full" gap

    GetSplay(SteamVR_Skeleton_FingerSplayIndexEnum)

    Returns a value indicating how the size of the gap between fingers.

    Declaration
    public float GetSplay(SteamVR_Skeleton_FingerSplayIndexEnum fingerSplay)
    Parameters
    Type Name Description
    SteamVR_Skeleton_FingerSplayIndexEnum fingerSplay
    Returns
    Type Description
    System.Single

    0-1 value. 0 being no gap, 1 being "full" gap

    GetTrackingResult()

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

    Declaration
    public ETrackingResult GetTrackingResult()
    Returns
    Type Description
    ETrackingResult

    GetVelocitiesAtTimeOffset(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(float secondsFromNow, out Vector3 velocity, out Vector3 angularVelocity)
    Parameters
    Type Name Description
    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 we successfully returned a pose

    GetVelocity()

    The local velocity of the pose relative to the universe origin

    Declaration
    public Vector3 GetVelocity()
    Returns
    Type Description
    UnityEngine.Vector3

    RemoveOnActiveChangeListener(SteamVR_Action_Skeleton.ActiveChangeHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnActiveChangeListener(SteamVR_Action_Skeleton.ActiveChangeHandler functionToStopCalling)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.ActiveChangeHandler functionToStopCalling

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

    RemoveOnChangeListener(SteamVR_Action_Skeleton.ChangeHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnChangeListener(SteamVR_Action_Skeleton.ChangeHandler functionToStopCalling)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.ChangeHandler functionToStopCalling

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

    RemoveOnDeviceConnectedChanged(SteamVR_Action_Skeleton.DeviceConnectedChangeHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnDeviceConnectedChanged(SteamVR_Action_Skeleton.DeviceConnectedChangeHandler functionToStopCalling)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.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_Action_Skeleton.TrackingChangeHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnTrackingChanged(SteamVR_Action_Skeleton.TrackingChangeHandler functionToStopCalling)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.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_Action_Skeleton.UpdateHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnUpdateListener(SteamVR_Action_Skeleton.UpdateHandler functionToStopCalling)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.UpdateHandler functionToStopCalling

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

    RemoveOnValidPoseChanged(SteamVR_Action_Skeleton.ValidPoseChangeHandler)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnValidPoseChanged(SteamVR_Action_Skeleton.ValidPoseChangeHandler functionToStopCalling)
    Parameters
    Type Name Description
    SteamVR_Action_Skeleton.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

    SetRangeOfMotion(EVRSkeletalMotionRange)

    Set the range of the motion of the bones in this skeleton. Options are "With Controller" as if your hand is holding your VR controller. Or "Without Controller" as if your hand is empty. This will set the range for the following update.

    Declaration
    public void SetRangeOfMotion(EVRSkeletalMotionRange range)
    Parameters
    Type Name Description
    EVRSkeletalMotionRange range

    SetSkeletalTransformSpace(EVRSkeletalTransformSpace)

    Sets the space that you'll get bone data back in. Options are relative to the Model and relative to the Parent bone

    Declaration
    public void SetSkeletalTransformSpace(EVRSkeletalTransformSpace space)
    Parameters
    Type Name Description
    EVRSkeletalTransformSpace space

    the space that you'll get bone data back in. Options are relative to the Model and relative to the Parent bone.

    UpdateTransform(Transform)

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

    Declaration
    public void UpdateTransform(Transform transformToUpdate)
    Parameters
    Type Name Description
    UnityEngine.Transform transformToUpdate

    The transform of the object to be updated

    UpdateValue(Boolean)

    [Should not be called by user code] Updates the skeleton action data

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

    UpdateValueWithoutEvents()

    [Should not be called by user code] Updates the skeleton action data without firing events

    Declaration
    public void UpdateValueWithoutEvents()

    Events

    onActiveBindingChange

    Event fires when the active state of the binding changes

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

    onActiveChange

    Event fires when the active state (ActionSet active and binding active) changes

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

    onChange

    Event fires when the state of the pose or bones moves more than the changeTolerance

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

    onDeviceConnectedChanged

    Event fires when the device bound to this action is connected or disconnected

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

    onTrackingChanged

    Event fires when the state of the tracking system that is used to create pose data (position, rotation, etc) changes

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

    onUpdate

    Event fires when the action is updated

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

    onValidPoseChanged

    Event fires when the state of the pose data retrieved for this action changes validity (good/bad data from the tracking source)

    Declaration
    public event SteamVR_Action_Skeleton.ValidPoseChangeHandler onValidPoseChanged
    Event Type
    Type Description
    SteamVR_Action_Skeleton.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
    ISteamVR_Action_Skeleton_Source
    UnityEngine.ISerializationCallbackReceiver
    In This Article
    • Constructors
      • SteamVR_Action_Skeleton()
    • Fields
      • numBones
      • steamVRFixUpRotation
    • Properties
      • boneCount
      • bonePositions
      • boneRotations
      • fingerCurls
      • fingerSplays
      • indexCurl
      • indexMiddleSplay
      • lastBonePositions
      • lastBoneRotations
      • lastFingerCurls
      • lastFingerSplays
      • lastIndexCurl
      • lastIndexMiddleSplay
      • lastMiddleCurl
      • lastMiddleRingSplay
      • lastPinkyCurl
      • lastRingCurl
      • lastRingPinkySplay
      • lastThumbCurl
      • lastThumbIndexSplay
      • middleCurl
      • middleRingSplay
      • pinkyCurl
      • poseChanged
      • predictedSecondsFromNow
      • rangeOfMotion
      • ringCurl
      • ringPinkySplay
      • skeletalTrackingLevel
      • skeletalTransformSpace
      • thumbCurl
      • thumbIndexSplay
    • Methods
      • AddOnActiveChangeListener(SteamVR_Action_Skeleton.ActiveChangeHandler)
      • AddOnChangeListener(SteamVR_Action_Skeleton.ChangeHandler)
      • AddOnDeviceConnectedChanged(SteamVR_Action_Skeleton.DeviceConnectedChangeHandler)
      • AddOnTrackingChanged(SteamVR_Action_Skeleton.TrackingChangeHandler)
      • AddOnUpdateListener(SteamVR_Action_Skeleton.UpdateHandler)
      • AddOnValidPoseChanged(SteamVR_Action_Skeleton.ValidPoseChangeHandler)
      • GetActive()
      • GetAngularVelocity()
      • GetBoneCount()
      • GetBoneHierarchy()
      • GetBoneName(Int32)
      • GetBonePositions(Boolean)
      • GetBoneRotations(Boolean)
      • GetDeviceIsConnected()
      • GetFingerCurl(Int32)
      • GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum)
      • GetFingerCurls(Boolean)
      • GetFingerSplays(Boolean)
      • GetLastAngularVelocity()
      • GetLastBonePositions(Boolean)
      • GetLastBoneRotations(Boolean)
      • GetLastDeviceIsConnected()
      • GetLastFingerCurl(Int32)
      • GetLastFingerCurl(SteamVR_Skeleton_FingerIndexEnum)
      • GetLastFingerCurls(Boolean)
      • GetLastFingerSplays(Boolean)
      • GetLastLocalPosition()
      • GetLastLocalRotation()
      • GetLastPoseIsValid()
      • GetLastSplay(Int32)
      • GetLastSplay(SteamVR_Skeleton_FingerSplayIndexEnum)
      • GetLastTrackingResult()
      • GetLastVelocity()
      • GetLocalizedName(EVRInputStringBits[])
      • GetLocalPosition()
      • GetLocalRotation()
      • GetPoseAtTimeOffset(Single, out Vector3, out Quaternion, out Vector3, out Vector3)
      • GetPoseIsValid()
      • GetReferenceTransforms(EVRSkeletalTransformSpace, EVRSkeletalReferencePose)
      • GetSetActive()
      • GetSkeletalTrackingLevel()
      • GetSplay(Int32)
      • GetSplay(SteamVR_Skeleton_FingerSplayIndexEnum)
      • GetTrackingResult()
      • GetVelocitiesAtTimeOffset(Single, out Vector3, out Vector3)
      • GetVelocity()
      • RemoveOnActiveChangeListener(SteamVR_Action_Skeleton.ActiveChangeHandler)
      • RemoveOnChangeListener(SteamVR_Action_Skeleton.ChangeHandler)
      • RemoveOnDeviceConnectedChanged(SteamVR_Action_Skeleton.DeviceConnectedChangeHandler)
      • RemoveOnTrackingChanged(SteamVR_Action_Skeleton.TrackingChangeHandler)
      • RemoveOnUpdateListener(SteamVR_Action_Skeleton.UpdateHandler)
      • RemoveOnValidPoseChanged(SteamVR_Action_Skeleton.ValidPoseChangeHandler)
      • SetRangeOfMotion(EVRSkeletalMotionRange)
      • SetSkeletalTransformSpace(EVRSkeletalTransformSpace)
      • UpdateTransform(Transform)
      • UpdateValue(Boolean)
      • UpdateValueWithoutEvents()
    • Events
      • onActiveBindingChange
      • onActiveChange
      • onChange
      • onDeviceConnectedChanged
      • onTrackingChanged
      • onUpdate
      • onValidPoseChanged
    • Explicit Interface Implementations
      • ISerializationCallbackReceiver.OnAfterDeserialize()
      • ISerializationCallbackReceiver.OnBeforeSerialize()
    • Implements
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