UxrHapticOnImpact Class
Component that plays haptic clips on the VR controllers whenever certain points hit colliders. This enables to model haptic functionality like hitting walls with a hammer and similar.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrHapticOnImpact)
UltimateXR.Core.Components.Composite.UxrGrabbableObjectComponent(UxrHapticOnImpact)
UltimateXR.Haptics.Helpers.UxrHapticOnImpact
Namespace: UltimateXR.Haptics.Helpers
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
[RequireComponent(typeof(UxrGrabbableObject))]
public class UxrHapticOnImpact : UxrGrabbableObjectComponent<UxrHapticOnImpact>
The UxrHapticOnImpact type exposes the following members.
Constructors
Name | Description | |
---|---|---|
![]() | UxrHapticOnImpact |
Properties
Name | Description | |
---|---|---|
![]() | HitPoints | Gets the hit point transforms. |
![]() | TotalHitCount | Gets the total number of times something was hit. |
Methods
Name | Description | |
---|---|---|
![]() ![]() | ApplyBreakExplosionForce | Applies an explosive force to a rigidbody as a result of a hit. |
![]() | Awake | Initializes internal data. (Overrides UxrGrabbableObjectComponent<T>.Awake().) |
![]() | OnDisable | Unsubscribes from events. (Overrides UxrGrabbableObjectComponent<T>.OnDisable().) |
![]() | OnEnable | Subscribes to events and re-initializes data. (Overrides UxrGrabbableObjectComponent<T>.OnEnable().) |
Events
Name | Description | |
---|---|---|
![]() | Hit | Event triggered when the component detects a collision between any hit point and a collider. |
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.) |