UxrMetaHandTracking Class
Hand tracking for Meta devices.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrTrackingDevice)
UltimateXR.Core.Components.Composite.UxrAvatarComponent(UxrTrackingDevice)
UltimateXR.Devices.UxrTrackingDevice
UltimateXR.Devices.UxrHandTracking
UltimateXR.Devices.Integrations.Meta.UxrMetaHandTracking
Namespace: UltimateXR.Devices.Integrations.Meta
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrMetaHandTracking : UxrHandTracking
The UxrMetaHandTracking type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrMetaHandTracking |
Properties
Name | Description | |
---|---|---|
IsLeftHandAvailable | Gets whether there is tracking data currently available for the left hand. (Overrides UxrHandTracking.IsLeftHandAvailable.) | |
IsRightHandAvailable | Gets whether there is tracking data currently available for the right hand. (Overrides UxrHandTracking.IsRightHandAvailable.) | |
SDKDependency | Gets the SDK the implemented device needs in order to be available. It should be null or empty if there is no SDK dependency. Otherwise is should use any of the SDK names in UxrManager. For example if requires the Oculus SDK, it should return SdkOculus. (Overrides UxrTrackingDevice.SDKDependency.) |
Methods
Name | Description | |
---|---|---|
Awake | Subscribes to events so that the component can be enabled or disabled based on the presence of hand tracking. (Overrides UxrHandTracking.Awake().) | |
UpdateAvatar | Overriden in child classes to implement the update of the avatar using the current sensor data. (Overrides UxrTrackingDevice.UpdateAvatar().) | |
UpdateSensors | Overriden in child classes to implement the update of the current sensor data. (Overrides UxrTrackingDevice.UpdateSensors().) |
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.) |