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      • SteamVR_Behaviour_Skeleton
      • SteamVR_Behaviour_Skeleton.ActiveChangeHandler
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      • SteamVR_Behaviour_Skeleton.MirrorType
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      • SteamVR_Behaviour_SkeletonCustom
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    Class SteamVR_Behaviour_Skeleton

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    SteamVR_Behaviour_Skeleton
    SteamVR_Behaviour_SkeletonCustom
    Inherited Members
    UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
    UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
    UnityEngine.MonoBehaviour.CancelInvoke()
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    UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
    UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
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    UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
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    Namespace: Valve.VR
    Assembly: Assembly-CSharp.dll
    Syntax
    public class SteamVR_Behaviour_Skeleton : MonoBehaviour

    Fields

    attachRoutine

    Declaration
    protected Coroutine attachRoutine
    Field Value
    Type Description
    UnityEngine.Coroutine

    blendPoser

    Declaration
    protected SteamVR_Skeleton_Poser blendPoser
    Field Value
    Type Description
    SteamVR_Skeleton_Poser

    blendRoutine

    Declaration
    protected Coroutine blendRoutine
    Field Value
    Type Description
    UnityEngine.Coroutine

    blendSnapshot

    Declaration
    protected SteamVR_Skeleton_PoseSnapshot blendSnapshot
    Field Value
    Type Description
    SteamVR_Skeleton_PoseSnapshot

    bones

    Declaration
    protected Transform[] bones
    Field Value
    Type Description
    UnityEngine.Transform[]

    inputSource

    The device this action should apply to. Any if the action is not device specific.

    Declaration
    [Tooltip("The device this action should apply to. Any if the action is not device specific.")]
    public SteamVR_Input_Sources inputSource
    Field Value
    Type Description
    SteamVR_Input_Sources

    mirroring

    Can be set to mirror the bone data across the x axis

    Declaration
    [Tooltip("Is this rendermodel a mirror of another one?")]
    public SteamVR_Behaviour_Skeleton.MirrorType mirroring
    Field Value
    Type Description
    SteamVR_Behaviour_Skeleton.MirrorType

    onBoneTransformsUpdated

    This Unity event will fire whenever the position or rotation of the bones are updated.

    Declaration
    public SteamVR_Behaviour_SkeletonEvent onBoneTransformsUpdated
    Field Value
    Type Description
    SteamVR_Behaviour_SkeletonEvent

    onBoneTransformsUpdatedEvent

    This C# event will fire whenever the position or rotation of this transform is updated.

    Declaration
    public SteamVR_Behaviour_Skeleton.UpdateHandler onBoneTransformsUpdatedEvent
    Field Value
    Type Description
    SteamVR_Behaviour_Skeleton.UpdateHandler

    onConnectedChanged

    This Unity event will fire whenever the device is connected or disconnected

    Declaration
    public SteamVR_Behaviour_Skeleton_ConnectedChangedEvent onConnectedChanged
    Field Value
    Type Description
    SteamVR_Behaviour_Skeleton_ConnectedChangedEvent

    onConnectedChangedEvent

    This C# event will fire whenever the device is connected or disconnected

    Declaration
    public SteamVR_Behaviour_Skeleton.DeviceConnectedChangeHandler onConnectedChangedEvent
    Field Value
    Type Description
    SteamVR_Behaviour_Skeleton.DeviceConnectedChangeHandler

    onlySetRotations

    Check this to not set the positions of the bones. This is helpful for differently scaled skeletons.

    Declaration
    [Tooltip("Check this to not set the positions of the bones. This is helpful for differently scaled skeletons.")]
    public bool onlySetRotations
    Field Value
    Type Description
    System.Boolean

    onTrackingChanged

    This Unity event will fire whenever the device's tracking state changes

    Declaration
    public SteamVR_Behaviour_Skeleton_TrackingChangedEvent onTrackingChanged
    Field Value
    Type Description
    SteamVR_Behaviour_Skeleton_TrackingChangedEvent

    onTrackingChangedEvent

    This C# event will fire whenever the device's tracking state changes

    Declaration
    public SteamVR_Behaviour_Skeleton.TrackingChangeHandler onTrackingChangedEvent
    Field Value
    Type Description
    SteamVR_Behaviour_Skeleton.TrackingChangeHandler

    onTransformChanged

    This Unity event will fire whenever the position or rotation of this transform is changed.

    Declaration
    public SteamVR_Behaviour_SkeletonEvent onTransformChanged
    Field Value
    Type Description
    SteamVR_Behaviour_SkeletonEvent

    onTransformChangedEvent

    This C# event will fire whenever the position or rotation of this transform is changed.

    Declaration
    public SteamVR_Behaviour_Skeleton.ChangeHandler onTransformChangedEvent
    Field Value
    Type Description
    SteamVR_Behaviour_Skeleton.ChangeHandler

    onTransformUpdated

    This Unity event will fire whenever the position or rotation of this transform is updated.

    Declaration
    public SteamVR_Behaviour_SkeletonEvent onTransformUpdated
    Field Value
    Type Description
    SteamVR_Behaviour_SkeletonEvent

    onTransformUpdatedEvent

    This C# event will fire whenever the position or rotation of this transform is updated.

    Declaration
    public SteamVR_Behaviour_Skeleton.UpdateHandler onTransformUpdatedEvent
    Field Value
    Type Description
    SteamVR_Behaviour_Skeleton.UpdateHandler

    origin

    The transform this transform should be relative to

    Declaration
    [Tooltip("If not set, relative to parent")]
    public Transform origin
    Field Value
    Type Description
    UnityEngine.Transform

    rangeOfMotion

    The range of motion you'd like the hand to move in. With controller is the best estimate of the fingers wrapped around a controller. Without is from a flat hand to a fist.

    Declaration
    [Tooltip("The range of motion you'd like the hand to move in. With controller is the best estimate of the fingers wrapped around a controller. Without is from a flat hand to a fist.")]
    public EVRSkeletalMotionRange rangeOfMotion
    Field Value
    Type Description
    EVRSkeletalMotionRange

    rangeOfMotionBlendRoutine

    Declaration
    protected Coroutine rangeOfMotionBlendRoutine
    Field Value
    Type Description
    UnityEngine.Coroutine

    rightFlipAngle

    Declaration
    protected Quaternion rightFlipAngle
    Field Value
    Type Description
    UnityEngine.Quaternion

    skeletonAction

    Declaration
    [Tooltip("If not set, will try to auto assign this based on 'Skeleton' + inputSource")]
    public SteamVR_Action_Skeleton skeletonAction
    Field Value
    Type Description
    SteamVR_Action_Skeleton

    skeletonBlend

    How much of a blend to apply to the transform positions and rotations. Set to 0 for the transform orientation to be set by an animation. Set to 1 for the transform orientation to be set by the skeleton action.

    Declaration
    [Range(0F, 1F)]
    [Tooltip("Modify this to blend between animations setup on the hand")]
    public float skeletonBlend
    Field Value
    Type Description
    System.Single

    skeletonRoot

    The root Transform of the skeleton. Needs to have a child (wrist) then wrist should have children in the order thumb, index, middle, ring, pinky

    Declaration
    [Tooltip("This needs to be in the order of: root -> wrist -> thumb, index, middle, ring, pinky")]
    public Transform skeletonRoot
    Field Value
    Type Description
    UnityEngine.Transform

    temporaryRangeOfMotion

    The range of motion that is set temporarily (call ResetTemporaryRangeOfMotion to reset to rangeOfMotion)

    Declaration
    protected EVRSkeletalMotionRange? temporaryRangeOfMotion
    Field Value
    Type Description
    System.Nullable<EVRSkeletalMotionRange>

    updatePose

    Whether or not to update this transform's position and rotation inline with the skeleton transforms or if this is handled in another script

    Declaration
    [Tooltip("Set to true if you want this script to update its position and rotation. False if this will be handled elsewhere")]
    public bool updatePose
    Field Value
    Type Description
    System.Boolean

    Properties

    actionSet

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

    auxs

    An array of all the finger aux transforms

    Declaration
    public Transform[] auxs { get; protected set; }
    Property Value
    Type Description
    UnityEngine.Transform[]

    direction

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

    distals

    An array of all the finger distal joint transforms

    Declaration
    public Transform[] distals { get; protected set; }
    Property Value
    Type Description
    UnityEngine.Transform[]

    fingerCurls

    An array of five 0-1 values representing how curled a finger is. 0 being straight, 1 being fully curled. Index 0 being thumb, index 4 being pinky

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

    indexAux

    Declaration
    public Transform indexAux { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    indexCurl

    An 0-1 value representing how curled a finger is. 0 being straight, 1 being fully curled.

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

    indexDistal

    Declaration
    public Transform indexDistal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    indexMetacarpal

    Declaration
    public Transform indexMetacarpal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    indexMiddle

    Declaration
    public Transform indexMiddle { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    indexProximal

    Declaration
    public Transform indexProximal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    indexTip

    Declaration
    public Transform indexTip { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    isActive

    Returns whether this action is bound and the action set is active

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

    isBlending

    Returns true if we are in the process of blending the skeletonBlend field (between animation and bone data)

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

    middleAux

    Declaration
    public Transform middleAux { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    middleCurl

    An 0-1 value representing how curled a finger is. 0 being straight, 1 being fully curled.

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

    middleDistal

    Declaration
    public Transform middleDistal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    middleMetacarpal

    Declaration
    public Transform middleMetacarpal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    middleMiddle

    Declaration
    public Transform middleMiddle { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    middleProximal

    Declaration
    public Transform middleProximal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    middles

    An array of all the finger middle joint transforms

    Declaration
    public Transform[] middles { get; protected set; }
    Property Value
    Type Description
    UnityEngine.Transform[]

    middleTip

    Declaration
    public Transform middleTip { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    pinkyAux

    Declaration
    public Transform pinkyAux { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    pinkyCurl

    An 0-1 value representing how curled a finger is. 0 being straight, 1 being fully curled.

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

    pinkyDistal

    Declaration
    public Transform pinkyDistal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    pinkyMetacarpal

    Declaration
    public Transform pinkyMetacarpal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    pinkyMiddle

    Declaration
    public Transform pinkyMiddle { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    pinkyProximal

    Declaration
    public Transform pinkyProximal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    pinkyTip

    Declaration
    public Transform pinkyTip { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    predictedSecondsFromNow

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

    proximals

    An array of all the finger proximal joint transforms

    Declaration
    public Transform[] proximals { get; protected set; }
    Property Value
    Type Description
    UnityEngine.Transform[]

    ringAux

    Declaration
    public Transform ringAux { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    ringCurl

    An 0-1 value representing how curled a finger is. 0 being straight, 1 being fully curled.

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

    ringDistal

    Declaration
    public Transform ringDistal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    ringMetacarpal

    Declaration
    public Transform ringMetacarpal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    ringMiddle

    Declaration
    public Transform ringMiddle { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    ringProximal

    Declaration
    public Transform ringProximal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    ringTip

    Declaration
    public Transform ringTip { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    root

    Declaration
    public Transform root { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    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

    thumbAux

    Declaration
    public Transform thumbAux { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    thumbCurl

    An 0-1 value representing how curled a finger is. 0 being straight, 1 being fully curled.

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

    thumbDistal

    Declaration
    public Transform thumbDistal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    thumbMetacarpal

    Declaration
    public Transform thumbMetacarpal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    thumbMiddle

    Declaration
    public Transform thumbMiddle { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    thumbProximal

    Declaration
    public Transform thumbProximal { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    thumbTip

    Declaration
    public Transform thumbTip { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    tips

    An array of all the finger tip transforms

    Declaration
    public Transform[] tips { get; protected set; }
    Property Value
    Type Description
    UnityEngine.Transform[]

    wrist

    Declaration
    public Transform wrist { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    Methods

    AssignBonesArray()

    Declaration
    protected virtual void AssignBonesArray()

    Awake()

    Declaration
    protected virtual void Awake()

    BlendTo(Single, Single)

    Blend from the current skeletonBlend amount to a specified new amount.

    Declaration
    public void BlendTo(float blendToAmount, float overTime)
    Parameters
    Type Name Description
    System.Single blendToAmount

    The amount of blend you want to apply. 0 being fully set by animations, 1 being fully set by bone data from the action.

    System.Single overTime

    How long you want the blend to take (in seconds)

    BlendToAnimation(Single)

    Blend from the current skeletonBlend amount to full animation data (no bone data. skeletonBlend = 0)

    Declaration
    public void BlendToAnimation(float overTime = 0.1F)
    Parameters
    Type Name Description
    System.Single overTime

    How long you want the blend to take (in seconds)

    BlendToPoser(SteamVR_Skeleton_Poser, Single)

    Blend from the current skeletonBlend amount to pose animation. (skeletonBlend = 0) Note: This will ignore the root position and rotation of the pose.

    Declaration
    public void BlendToPoser(SteamVR_Skeleton_Poser poser, float overTime = 0.1F)
    Parameters
    Type Name Description
    SteamVR_Skeleton_Poser poser
    System.Single overTime

    How long you want the blend to take (in seconds)

    BlendToSkeleton(Single)

    Blend from the current skeletonBlend amount to full bone data. (skeletonBlend = 1)

    Declaration
    public void BlendToSkeleton(float overTime = 0.1F)
    Parameters
    Type Name Description
    System.Single overTime

    How long you want the blend to take (in seconds)

    CheckSkeletonAction()

    Declaration
    protected virtual void CheckSkeletonAction()

    DoBlendRoutine(Single, Single)

    Declaration
    protected IEnumerator DoBlendRoutine(float blendToAmount, float overTime)
    Parameters
    Type Name Description
    System.Single blendToAmount
    System.Single overTime
    Returns
    Type Description
    System.Collections.IEnumerator

    DoRangeOfMotionBlend(EVRSkeletalMotionRange, EVRSkeletalMotionRange, Single)

    Declaration
    protected IEnumerator DoRangeOfMotionBlend(EVRSkeletalMotionRange oldRangeOfMotion, EVRSkeletalMotionRange newRangeOfMotion, float overTime)
    Parameters
    Type Name Description
    EVRSkeletalMotionRange oldRangeOfMotion
    EVRSkeletalMotionRange newRangeOfMotion
    System.Single overTime
    Returns
    Type Description
    System.Collections.IEnumerator

    ForceToReferencePose(EVRSkeletalReferencePose)

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

    Declaration
    public void ForceToReferencePose(EVRSkeletalReferencePose referencePose)
    Parameters
    Type Name Description
    EVRSkeletalReferencePose referencePose

    Which reference pose to return

    GetBlendPoseForBone(Int32, Quaternion)

    Declaration
    protected virtual Quaternion GetBlendPoseForBone(int boneIndex, Quaternion skeletonRotation)
    Parameters
    Type Name Description
    System.Int32 boneIndex
    UnityEngine.Quaternion skeletonRotation
    Returns
    Type Description
    UnityEngine.Quaternion

    GetBone(Int32)

    Gets the transform for a bone by the joint index. Joint indexes specified in: SteamVR_Skeleton_JointIndexes

    Declaration
    public virtual Transform GetBone(int joint)
    Parameters
    Type Name Description
    System.Int32 joint

    The joint index of the bone. Specified in SteamVR_Skeleton_JointIndexes

    Returns
    Type Description
    UnityEngine.Transform

    GetBonePosition(Int32, Boolean)

    Gets the position of the transform for a bone by the joint index. Joint indexes specified in: SteamVR_Skeleton_JointIndexes

    Declaration
    public Vector3 GetBonePosition(int joint, bool local = false)
    Parameters
    Type Name Description
    System.Int32 joint

    The joint index of the bone. Specified in SteamVR_Skeleton_JointIndexes

    System.Boolean local

    true to get the localspace position for the joint (position relative to this joint's parent)

    Returns
    Type Description
    UnityEngine.Vector3

    GetBonePositions()

    Declaration
    protected Vector3[] GetBonePositions()
    Returns
    Type Description
    UnityEngine.Vector3[]

    GetBoneRotation(Int32, Boolean)

    Gets the rotation of the transform for a bone by the joint index. Joint indexes specified in: SteamVR_Skeleton_JointIndexes

    Declaration
    public Quaternion GetBoneRotation(int joint, bool local = false)
    Parameters
    Type Name Description
    System.Int32 joint

    The joint index of the bone. Specified in SteamVR_Skeleton_JointIndexes

    System.Boolean local

    true to get the localspace rotation for the joint (rotation relative to this joint's parent)

    Returns
    Type Description
    UnityEngine.Quaternion

    GetBoneRotations()

    Declaration
    protected Quaternion[] GetBoneRotations()
    Returns
    Type Description
    UnityEngine.Quaternion[]

    IsMetacarpal(Int32)

    Declaration
    protected bool IsMetacarpal(int boneIndex)
    Parameters
    Type Name Description
    System.Int32 boneIndex
    Returns
    Type Description
    System.Boolean

    OnDisable()

    Declaration
    protected virtual void OnDisable()

    OnEnable()

    Declaration
    protected virtual void OnEnable()

    RangeOfMotionBlend(EVRSkeletalMotionRange, Single)

    Declaration
    protected void RangeOfMotionBlend(EVRSkeletalMotionRange newRangeOfMotion, float blendOverSeconds)
    Parameters
    Type Name Description
    EVRSkeletalMotionRange newRangeOfMotion
    System.Single blendOverSeconds

    ResetTemporaryRangeOfMotion(Single)

    Resets the previously set temporary range of motion. Will return to the range of motion defined by the rangeOfMotion field.

    Declaration
    public void ResetTemporaryRangeOfMotion(float blendOverSeconds = 0.1F)
    Parameters
    Type Name Description
    System.Single blendOverSeconds

    How long you want the blend to the standard range of motion to take (in seconds)

    ResetTemporaryRangeOfMotionBlend(Single)

    Declaration
    protected void ResetTemporaryRangeOfMotionBlend(float blendOverSeconds)
    Parameters
    Type Name Description
    System.Single blendOverSeconds

    SetBonePosition(Int32, Vector3)

    Declaration
    protected virtual void SetBonePosition(int boneIndex, Vector3 localPosition)
    Parameters
    Type Name Description
    System.Int32 boneIndex
    UnityEngine.Vector3 localPosition

    SetBoneRotation(Int32, Quaternion)

    Declaration
    protected virtual void SetBoneRotation(int boneIndex, Quaternion localRotation)
    Parameters
    Type Name Description
    System.Int32 boneIndex
    UnityEngine.Quaternion localRotation

    SetRangeOfMotion(EVRSkeletalMotionRange, Single)

    Permanently sets the range of motion for this component.

    Declaration
    public void SetRangeOfMotion(EVRSkeletalMotionRange newRangeOfMotion, float blendOverSeconds = 0.1F)
    Parameters
    Type Name Description
    EVRSkeletalMotionRange newRangeOfMotion

    The new range of motion to be set. WithController being the best estimation of where fingers are wrapped around the controller (pressing buttons, etc). WithoutController being a range between a flat hand and a fist.

    System.Single blendOverSeconds

    How long you want the blend to the new range of motion to take (in seconds)

    SetTemporaryRangeOfMotion(EVRSkeletalMotionRange, Single)

    Sets a temporary range of motion for this action that can easily be reset (using ResetTemporaryRangeOfMotion). This is useful for short range of motion changes, for example picking up a controller shaped object

    Declaration
    public void SetTemporaryRangeOfMotion(EVRSkeletalMotionRange newRangeOfMotion, float blendOverSeconds = 0.1F)
    Parameters
    Type Name Description
    EVRSkeletalMotionRange newRangeOfMotion

    The new range of motion you want to apply (temporarily)

    System.Single blendOverSeconds

    How long you want the blend to the new range of motion to take (in seconds)

    SteamVR_Input_OnSkeletonsUpdated(Boolean)

    Declaration
    protected virtual void SteamVR_Input_OnSkeletonsUpdated(bool skipSendingEvents)
    Parameters
    Type Name Description
    System.Boolean skipSendingEvents

    TemporaryRangeOfMotionBlend(EVRSkeletalMotionRange, Single)

    Declaration
    protected void TemporaryRangeOfMotionBlend(EVRSkeletalMotionRange newRangeOfMotion, float blendOverSeconds)
    Parameters
    Type Name Description
    EVRSkeletalMotionRange newRangeOfMotion
    System.Single blendOverSeconds

    UpdatePose()

    Declaration
    protected virtual void UpdatePose()

    UpdateSkeleton()

    Declaration
    protected virtual void UpdateSkeleton()

    UpdateSkeletonTransforms()

    Declaration
    protected virtual void UpdateSkeletonTransforms()
    In This Article
    • Fields
      • attachRoutine
      • blendPoser
      • blendRoutine
      • blendSnapshot
      • bones
      • inputSource
      • mirroring
      • onBoneTransformsUpdated
      • onBoneTransformsUpdatedEvent
      • onConnectedChanged
      • onConnectedChangedEvent
      • onlySetRotations
      • onTrackingChanged
      • onTrackingChangedEvent
      • onTransformChanged
      • onTransformChangedEvent
      • onTransformUpdated
      • onTransformUpdatedEvent
      • origin
      • rangeOfMotion
      • rangeOfMotionBlendRoutine
      • rightFlipAngle
      • skeletonAction
      • skeletonBlend
      • skeletonRoot
      • temporaryRangeOfMotion
      • updatePose
    • Properties
      • actionSet
      • auxs
      • direction
      • distals
      • fingerCurls
      • indexAux
      • indexCurl
      • indexDistal
      • indexMetacarpal
      • indexMiddle
      • indexProximal
      • indexTip
      • isActive
      • isBlending
      • middleAux
      • middleCurl
      • middleDistal
      • middleMetacarpal
      • middleMiddle
      • middleProximal
      • middles
      • middleTip
      • pinkyAux
      • pinkyCurl
      • pinkyDistal
      • pinkyMetacarpal
      • pinkyMiddle
      • pinkyProximal
      • pinkyTip
      • predictedSecondsFromNow
      • proximals
      • ringAux
      • ringCurl
      • ringDistal
      • ringMetacarpal
      • ringMiddle
      • ringProximal
      • ringTip
      • root
      • skeletalTrackingLevel
      • thumbAux
      • thumbCurl
      • thumbDistal
      • thumbMetacarpal
      • thumbMiddle
      • thumbProximal
      • thumbTip
      • tips
      • wrist
    • Methods
      • AssignBonesArray()
      • Awake()
      • BlendTo(Single, Single)
      • BlendToAnimation(Single)
      • BlendToPoser(SteamVR_Skeleton_Poser, Single)
      • BlendToSkeleton(Single)
      • CheckSkeletonAction()
      • DoBlendRoutine(Single, Single)
      • DoRangeOfMotionBlend(EVRSkeletalMotionRange, EVRSkeletalMotionRange, Single)
      • ForceToReferencePose(EVRSkeletalReferencePose)
      • GetBlendPoseForBone(Int32, Quaternion)
      • GetBone(Int32)
      • GetBonePosition(Int32, Boolean)
      • GetBonePositions()
      • GetBoneRotation(Int32, Boolean)
      • GetBoneRotations()
      • IsMetacarpal(Int32)
      • OnDisable()
      • OnEnable()
      • RangeOfMotionBlend(EVRSkeletalMotionRange, Single)
      • ResetTemporaryRangeOfMotion(Single)
      • ResetTemporaryRangeOfMotionBlend(Single)
      • SetBonePosition(Int32, Vector3)
      • SetBoneRotation(Int32, Quaternion)
      • SetRangeOfMotion(EVRSkeletalMotionRange, Single)
      • SetTemporaryRangeOfMotion(EVRSkeletalMotionRange, Single)
      • SteamVR_Input_OnSkeletonsUpdated(Boolean)
      • TemporaryRangeOfMotionBlend(EVRSkeletalMotionRange, Single)
      • UpdatePose()
      • UpdateSkeleton()
      • UpdateSkeletonTransforms()
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