UxrHandIntegration Class
Component that allows to select different graphical variations for the hands that are shown grabbing the controllers using IK.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrHandIntegration)
UltimateXR.Core.Components.Composite.UxrAvatarComponent(UxrHandIntegration)
UltimateXR.Avatar.UxrHandIntegration
Namespace: UltimateXR.Avatar
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
[DisallowMultipleComponent]
public class UxrHandIntegration : UxrAvatarComponent<UxrHandIntegration>
The UxrHandIntegration type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrHandIntegration |
Properties
Name | Description | |
---|---|---|
HandSide |
Methods
Name | Description | |
---|---|---|
Awake | Parents the hand integration to the avatar’s hand at the beginning so that all components in the hand integration work correctly. (Overrides UxrAvatarComponent<T>.Awake().) | |
TryToMatchHand | Tries to align the hand integration transform to fit the current avatar’s hand as best as possible. |
Extension Methods
Name | Description | |
---|---|---|
CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) | |
GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) | |
GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) | |
GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) | |
GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) | |
LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) | |
SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) | |
ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) | |
ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) | |
ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |