Class SteamVR_Behaviour_Skeleton
Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
SteamVR_Behaviour_Skeleton
Inherited Members
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Component.rigidbody
UnityEngine.Component.rigidbody2D
UnityEngine.Component.camera
UnityEngine.Component.light
UnityEngine.Component.animation
UnityEngine.Component.constantForce
UnityEngine.Component.renderer
UnityEngine.Component.audio
UnityEngine.Component.guiText
UnityEngine.Component.networkView
UnityEngine.Component.guiElement
UnityEngine.Component.guiTexture
UnityEngine.Component.collider
UnityEngine.Component.collider2D
UnityEngine.Component.hingeJoint
UnityEngine.Component.particleEmitter
UnityEngine.Component.particleSystem
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.ToString()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
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
blendRoutine
Declaration
protected Coroutine blendRoutine
Field Value
| Type |
Description |
| UnityEngine.Coroutine |
|
blendSnapshot
Declaration
protected SteamVR_Skeleton_PoseSnapshot blendSnapshot
Field Value
bones
Declaration
protected Transform[] bones
Field Value
| Type |
Description |
| UnityEngine.Transform[] |
|
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
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
This Unity event will fire whenever the position or rotation of the bones are updated.
Declaration
public SteamVR_Behaviour_SkeletonEvent onBoneTransformsUpdated
Field Value
This C# event will fire whenever the position or rotation of this transform is updated.
Declaration
public SteamVR_Behaviour_Skeleton.UpdateHandler onBoneTransformsUpdatedEvent
Field Value
onConnectedChanged
This Unity event will fire whenever the device is connected or disconnected
Declaration
public SteamVR_Behaviour_Skeleton_ConnectedChangedEvent onConnectedChanged
Field Value
onConnectedChangedEvent
This C# event will fire whenever the device is connected or disconnected
Declaration
public SteamVR_Behaviour_Skeleton.DeviceConnectedChangeHandler onConnectedChangedEvent
Field Value
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
onTrackingChangedEvent
This C# event will fire whenever the device's tracking state changes
Declaration
public SteamVR_Behaviour_Skeleton.TrackingChangeHandler onTrackingChangedEvent
Field Value
This Unity event will fire whenever the position or rotation of this transform is changed.
Declaration
public SteamVR_Behaviour_SkeletonEvent onTransformChanged
Field Value
This C# event will fire whenever the position or rotation of this transform is changed.
Declaration
public SteamVR_Behaviour_Skeleton.ChangeHandler onTransformChangedEvent
Field Value
This Unity event will fire whenever the position or rotation of this transform is updated.
Declaration
public SteamVR_Behaviour_SkeletonEvent onTransformUpdated
Field Value
This C# event will fire whenever the position or rotation of this transform is updated.
Declaration
public SteamVR_Behaviour_Skeleton.UpdateHandler onTransformUpdatedEvent
Field Value
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
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
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
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
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
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 |
|
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 |
|
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 |
|
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 |
|
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
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 |
|
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
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
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[] |
|
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
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)
|
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
UpdatePose()
Declaration
protected virtual void UpdatePose()
UpdateSkeleton()
Declaration
protected virtual void UpdateSkeleton()
Declaration
protected virtual void UpdateSkeletonTransforms()