UxrHtcViveInput Class
HTC Vive controllers input using SteamVR.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrControllerInput)
UltimateXR.Core.Components.Composite.UxrAvatarComponent(UxrControllerInput)
UltimateXR.Devices.UxrControllerInput
UltimateXR.Devices.Integrations.SteamVR.UxrSteamVRControllerInput
UltimateXR.Devices.Integrations.HTC.UxrHtcViveInput
Namespace: UltimateXR.Devices.Integrations.HTC
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrHtcViveInput : UxrSteamVRControllerInput
The UxrHtcViveInput type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrHtcViveInput |
Properties
Name | Description | |
---|---|---|
ControllerNames | Gets list of controller names that the component can handle. (Overrides UxrSteamVRControllerInput.ControllerNames.) | |
MainJoystickIsTouchpad | Gets a value indicating whether the main two-axis input element is a touchpad. If false, it usually means the main joystick is a thumbstick. (Overrides UxrControllerInput.MainJoystickIsTouchpad.) | |
SetupType | Gets the setup type. See UxrControllerSetupType. (Overrides UxrControllerInput.SetupType.) |
Methods
Name | Description | |
---|---|---|
GetControllerCapabilities | Gets the capabilities of the XR controller. (Overrides UxrControllerInput.GetControllerCapabilities(UxrHandSide).) | |
GetInput1D | Gets the state of an analog controller input element. (Overrides UxrSteamVRControllerInput.GetInput1D(UxrHandSide, UxrInput1D, Boolean).) | |
HasControllerElements | Checks if the given controller has specific elements. (Overrides UxrControllerInput.HasControllerElements(UxrHandSide, UxrControllerElements).) |
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.) |