UxrGrabPointShape Class
Base class to create more advanced grips (cylindrical, box…). An UxrGrabbableObject enables grabbing an object. A grabPoint inside the UxrGrabbableObject defines where and how the object will snap to the hand. Additionally, if there is an UxrGrabPointShape based component on the same object, it will “expand” the snapping from a single point to a more complex shape like a an axis, a cylinder, a box… This way an object can be picked up from many different places just by specifying a snap point and some additional properties.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrGrabPointShape)
UltimateXR.Core.Components.UxrComponent(UxrGrabbableObject, UxrGrabPointShape)
UltimateXR.Manipulation.UxrGrabPointShape
UltimateXR.Manipulation.UxrGrabPointShapeAxisAngle
Namespace: UltimateXR.Manipulation
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
[RequireComponent(typeof(UxrGrabbableObject))]
public abstract class UxrGrabPointShape : UxrComponent<UxrGrabbableObject, UxrGrabPointShape>
The UxrGrabPointShape type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrGrabPointShape |
Properties
Name | Description | |
---|---|---|
GrabPoint | Gets the grab point from the UxrGrabbableObject this object extends. |
Methods
Name | Description | |
---|---|---|
GetClosestSnap | Gets the closest snap position and rotation that should be used when a UxrGrabber tries to a grab point, defined by transform used for snapping and the transform used to compute proximity. | |
GetDistanceFromGrabber | Gets the distance from a UxrGrabber to a grab point, defined by transform used for snapping and the transform used to compute proximity. |
Fields
Name | Description | |
---|---|---|
_grabPointIndex |
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.) |