UxrButton3DRotate Class
Component that rotates a 3D object when a given UI control is being pressed. This allows to model buttons that rotate depending on the point of pressure. The axis of rotation will be computed automatically, the center will be given by Target and the pressure applied will be on the transform of this component.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrButton3D)
UltimateXR.Core.Components.UxrComponent(Canvas, UxrButton3D)
UltimateXR.UI.UnityInputModule.Utils.UxrButton3D
UltimateXR.UI.UnityInputModule.Utils.UxrButton3DRotate
Namespace: UltimateXR.UI.UnityInputModule.Utils
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrButton3DRotate : UxrButton3D
The UxrButton3DRotate type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrButton3DRotate |
Methods
Name | Description | |
---|---|---|
OnKeyPressed | Key down event. The object is rotated according to the pressing point. (Overrides UxrButton3D.OnKeyPressed(UxrControlInput, PointerEventData).) | |
OnKeyReleased | Key up event. The original object rotation is restored. (Overrides UxrButton3D.OnKeyReleased(UxrControlInput, PointerEventData).) |
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.) |