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      • SteamVR_Behaviour_Pose.ActiveChangeHandler
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    Class SteamVR_Action_Skeleton_Source

    Skeleton Actions are our best approximation of where your hands are while holding vr controllers and pressing buttons. We give you 31 bones to help you animate hand models. For more information check out this blog post: https://steamcommunity.com/games/250820/announcements/detail/1690421280625220068

    Inheritance
    System.Object
    SteamVR_Action_Source
    SteamVR_Action_In_Source
    SteamVR_Action_Pose_Source
    SteamVR_Action_Skeleton_Source
    Implements
    ISteamVR_Action_Pose
    ISteamVR_Action_In_Source
    ISteamVR_Action_Source
    ISteamVR_Action_Skeleton_Source
    Inherited Members
    SteamVR_Action_Pose_Source.universeOrigin
    SteamVR_Action_Pose_Source.poseActionData_size
    SteamVR_Action_Pose_Source.predictedSecondsFromNow
    SteamVR_Action_Pose_Source.changeTolerance
    SteamVR_Action_Pose_Source.changed
    SteamVR_Action_Pose_Source.lastChanged
    SteamVR_Action_Pose_Source.activeOrigin
    SteamVR_Action_Pose_Source.lastActiveOrigin
    SteamVR_Action_Pose_Source.active
    SteamVR_Action_Pose_Source.lastActive
    SteamVR_Action_Pose_Source.trackingState
    SteamVR_Action_Pose_Source.lastTrackingState
    SteamVR_Action_Pose_Source.poseIsValid
    SteamVR_Action_Pose_Source.lastPoseIsValid
    SteamVR_Action_Pose_Source.deviceIsConnected
    SteamVR_Action_Pose_Source.lastDeviceIsConnected
    SteamVR_Action_Pose_Source.localPosition
    SteamVR_Action_Pose_Source.localRotation
    SteamVR_Action_Pose_Source.lastLocalPosition
    SteamVR_Action_Pose_Source.lastLocalRotation
    SteamVR_Action_Pose_Source.velocity
    SteamVR_Action_Pose_Source.lastVelocity
    SteamVR_Action_Pose_Source.angularVelocity
    SteamVR_Action_Pose_Source.lastAngularVelocity
    SteamVR_Action_Pose_Source.poseActionData
    SteamVR_Action_Pose_Source.lastPoseActionData
    SteamVR_Action_Pose_Source.tempPoseActionData
    SteamVR_Action_Pose_Source.poseAction
    SteamVR_Action_Pose_Source.SetCacheVariables()
    SteamVR_Action_Pose_Source.GetChanged()
    SteamVR_Action_Pose_Source.GetVelocitiesAtTimeOffset(Single, Vector3, Vector3)
    SteamVR_Action_Pose_Source.GetPoseAtTimeOffset(Single, Vector3, Quaternion, Vector3, Vector3)
    SteamVR_Action_Pose_Source.UpdateTransform(Transform)
    SteamVR_Action_Pose_Source.GetUnityCoordinateVelocity(HmdVector3_t)
    SteamVR_Action_Pose_Source.GetUnityCoordinateAngularVelocity(HmdVector3_t)
    SteamVR_Action_Pose_Source.GetUnityCoordinateVelocity(Single, Single, Single)
    SteamVR_Action_Pose_Source.GetUnityCoordinateAngularVelocity(Single, Single, Single)
    SteamVR_Action_In_Source.inputOriginInfo_size
    SteamVR_Action_In_Source.isUpdating
    SteamVR_Action_In_Source.updateTime
    SteamVR_Action_In_Source.activeDevice
    SteamVR_Action_In_Source.trackedDeviceIndex
    SteamVR_Action_In_Source.renderModelComponentName
    SteamVR_Action_In_Source.localizedOriginName
    SteamVR_Action_In_Source.changedTime
    SteamVR_Action_In_Source.lastOriginGetFrame
    SteamVR_Action_In_Source.inputOriginInfo
    SteamVR_Action_In_Source.lastInputOriginInfo
    SteamVR_Action_In_Source.UpdateOriginTrackedDeviceInfo()
    SteamVR_Action_In_Source.GetLocalizedOriginPart(EVRInputStringBits[])
    SteamVR_Action_In_Source.GetLocalizedOrigin()
    SteamVR_Action_Source.fullPath
    SteamVR_Action_Source.handle
    SteamVR_Action_Source.actionSet
    SteamVR_Action_Source.direction
    SteamVR_Action_Source.inputSource
    SteamVR_Action_Source.setActive
    SteamVR_Action_Source.inputSourceHandle
    SteamVR_Action_Source.action
    System.Object.Equals(System.Object)
    System.Object.Equals(System.Object, System.Object)
    System.Object.GetHashCode()
    System.Object.GetType()
    System.Object.MemberwiseClone()
    System.Object.ToString()
    System.Object.ReferenceEquals(System.Object, System.Object)
    Namespace: Valve.VR
    Assembly: Assembly-CSharp.dll
    Syntax
    public class SteamVR_Action_Skeleton_Source : SteamVR_Action_Pose_Source, ISteamVR_Action_Pose, ISteamVR_Action_In_Source, ISteamVR_Action_Source, ISteamVR_Action_Skeleton_Source

    Fields

    lastSkeletalSummaryData

    Declaration
    protected VRSkeletalSummaryData_t lastSkeletalSummaryData
    Field Value
    Type Description
    VRSkeletalSummaryData_t

    lastSkeletonActionData

    Declaration
    protected InputSkeletalActionData_t lastSkeletonActionData
    Field Value
    Type Description
    InputSkeletalActionData_t

    skeletalSummaryData

    Declaration
    protected VRSkeletalSummaryData_t skeletalSummaryData
    Field Value
    Type Description
    VRSkeletalSummaryData_t

    skeletonAction

    Declaration
    protected SteamVR_Action_Skeleton skeletonAction
    Field Value
    Type Description
    SteamVR_Action_Skeleton

    skeletonActionData

    Declaration
    protected InputSkeletalActionData_t skeletonActionData
    Field Value
    Type Description
    InputSkeletalActionData_t

    skeletonActionData_size

    Declaration
    protected static uint skeletonActionData_size
    Field Value
    Type Description
    System.UInt32

    tempBoneTransforms

    Declaration
    protected VRBoneTransform_t[] tempBoneTransforms
    Field Value
    Type Description
    VRBoneTransform_t[]

    tempSkeletonActionData

    Declaration
    protected InputSkeletalActionData_t tempSkeletonActionData
    Field Value
    Type Description
    InputSkeletalActionData_t

    Properties

    activeBinding

    True if the action is bound

    Declaration
    public override bool activeBinding { get; }
    Property Value
    Type Description
    System.Boolean
    Overrides
    SteamVR_Action_Pose_Source.activeBinding

    boneCount

    The number of bones in the skeleton for this action

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

    boneHierarchy

    Gets the ordering of the bone hierarchy

    Declaration
    public int[] boneHierarchy { 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; protected set; }
    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; protected set; }
    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; protected set; }
    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; protected set; }
    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

    lastActiveBinding

    True if the action's binding was active during the previous update

    Declaration
    public override bool lastActiveBinding { get; }
    Property Value
    Type Description
    System.Boolean
    Overrides
    SteamVR_Action_Pose_Source.lastActiveBinding

    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; protected set; }
    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; protected set; }
    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; protected set; }
    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; protected set; }
    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; protected set; }
    Property Value
    Type Description
    System.Boolean

    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

    CheckAndSendEvents()

    Declaration
    protected override void CheckAndSendEvents()
    Overrides
    SteamVR_Action_Pose_Source.CheckAndSendEvents()

    GetBoneCount()

    Gets the number of bones in the skeleton for this action

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

    GetBoneHierarchy()

    Gets the ordering of the bone hierarchy

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

    GetBoneName(Int32)

    Gets the name for a bone at the specified index

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

    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[]

    GetSkeletalSummaryData(Boolean)

    Get the skeletal summary data structure from OpenVR. Contains curl and splay data in finger order: thumb, index, middlg, ring, pinky. Easier access at named members: indexCurl, ringSplay, etc.

    Declaration
    protected VRSkeletalSummaryData_t GetSkeletalSummaryData(bool force = false)
    Parameters
    Type Name Description
    System.Boolean force
    Returns
    Type Description
    VRSkeletalSummaryData_t

    GetSkeletalTrackingLevel()

    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 GetSkeletalTrackingLevel()
    Returns
    Type Description
    EVRSkeletalTrackingLevel

    Initialize()

    [Should not be called by user code] Initializes the handle for the inputSource, the skeletal action data size, and any other related SteamVR data.

    Declaration
    public override void Initialize()
    Overrides
    SteamVR_Action_Pose_Source.Initialize()

    Preinitialize(SteamVR_Action, SteamVR_Input_Sources)

    Declaration
    public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
    Parameters
    Type Name Description
    SteamVR_Action wrappingAction
    SteamVR_Input_Sources forInputSource
    Overrides
    SteamVR_Action_Pose_Source.Preinitialize(SteamVR_Action, SteamVR_Input_Sources)

    UpdateValue()

    [Should not be called by user code] Updates the data for this action and this input source. Sends related events.

    Declaration
    public override void UpdateValue()
    Overrides
    SteamVR_Action_Pose_Source.UpdateValue()

    UpdateValue(Boolean)

    [Should not be called by user code] Updates the data for this action and this input source. Sends related events.

    Declaration
    public override void UpdateValue(bool skipStateAndEventUpdates)
    Parameters
    Type Name Description
    System.Boolean skipStateAndEventUpdates
    Overrides
    SteamVR_Action_Pose_Source.UpdateValue(Boolean)

    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 orientation of the pose or bones changes 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

    Implements

    ISteamVR_Action_Pose
    ISteamVR_Action_In_Source
    ISteamVR_Action_Source
    ISteamVR_Action_Skeleton_Source
    In This Article
    • Fields
      • lastSkeletalSummaryData
      • lastSkeletonActionData
      • skeletalSummaryData
      • skeletonAction
      • skeletonActionData
      • skeletonActionData_size
      • tempBoneTransforms
      • tempSkeletonActionData
    • Properties
      • activeBinding
      • boneCount
      • boneHierarchy
      • bonePositions
      • boneRotations
      • fingerCurls
      • fingerSplays
      • indexCurl
      • indexMiddleSplay
      • lastActiveBinding
      • lastBonePositions
      • lastBoneRotations
      • lastFingerCurls
      • lastFingerSplays
      • lastIndexCurl
      • lastIndexMiddleSplay
      • lastMiddleCurl
      • lastMiddleRingSplay
      • lastPinkyCurl
      • lastRingCurl
      • lastRingPinkySplay
      • lastThumbCurl
      • lastThumbIndexSplay
      • middleCurl
      • middleRingSplay
      • pinkyCurl
      • poseChanged
      • rangeOfMotion
      • ringCurl
      • ringPinkySplay
      • skeletalTrackingLevel
      • skeletalTransformSpace
      • thumbCurl
      • thumbIndexSplay
    • Methods
      • CheckAndSendEvents()
      • GetBoneCount()
      • GetBoneHierarchy()
      • GetBoneName(Int32)
      • GetReferenceTransforms(EVRSkeletalTransformSpace, EVRSkeletalReferencePose)
      • GetSkeletalSummaryData(Boolean)
      • GetSkeletalTrackingLevel()
      • Initialize()
      • Preinitialize(SteamVR_Action, SteamVR_Input_Sources)
      • UpdateValue()
      • UpdateValue(Boolean)
    • Events
      • onActiveBindingChange
      • onActiveChange
      • onChange
      • onDeviceConnectedChanged
      • onTrackingChanged
      • onUpdate
      • onValidPoseChanged
    • Implements
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