UxrDependentGrabbable Class
Component that allows an object be grabbed only if another object is being grabbed. For instance, it can be added to a grenade pin to make sure the pin is never grabbed unless the grenade is being grabbed too. Otherwise the pin could be removed by mistake when trying to grab the grenade.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrDependentGrabbable)
UltimateXR.Core.Components.Composite.UxrGrabbableObjectComponent(UxrDependentGrabbable)
UltimateXR.Manipulation.Helpers.UxrDependentGrabbable
Namespace: UltimateXR.Manipulation.Helpers
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrDependentGrabbable : UxrGrabbableObjectComponent<UxrDependentGrabbable>
The UxrDependentGrabbable type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrDependentGrabbable |
Properties
Name | Description | |
---|---|---|
DependentFrom | Gets or sets the grabbable object the component depends on. | |
OnlyOnce | Whether to stop toggling the enabled state once the dependent object was grabbed. For instance, a grenade pin should remain grabbable once it has been removed from the grenade, no matter if the grenade is being grabbed or not at that point. |
Methods
Name | Description | |
---|---|---|
OnObjectGrabbed | Called whenever the object was grabbed. (Overrides UxrGrabbableObjectComponent<T>.OnObjectGrabbed(UxrManipulationEventArgs).) | |
Start | Initializes the grabbable object state. (Overrides UxrComponent.Start().) |
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.) |