UxrFingerTip Class
Component that, added to the tip of an UxrAvatar finger, allows it to interact with user interfaces. It is normally added only to the index fingers so that other fingers don’t generate unwanted interactions, but it can be added to any finger.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrFingerTip)
UltimateXR.Core.Components.Composite.UxrAvatarComponent(UxrFingerTip)
UltimateXR.UI.UxrFingerTip
Namespace: UltimateXR.UI
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrFingerTip : UxrAvatarComponent<UxrFingerTip>
The UxrFingerTip type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrFingerTip |
Properties
Name | Description | |
---|---|---|
HandGrabber | Gets the UxrGrabber component of the hand the finger tip belongs to. | |
IsHandGrabbing | Gets whether the UxrGrabber component belonging to the same hand the finger tip is, is currently grabbing something. | |
Side | Gets the hand the finger tip belongs to. | |
WorldDir | Gets the current world direction. The direction points in the direction the finger would be pointing. It is used to filter out interactions where the forward vector is not perpendicular enough to the UI to interact with it. | |
WorldPos | Gets the current world position. | |
WorldSpeed | Gets the current world speed the finger tip is travelling at. |
Methods
Name | Description | |
---|---|---|
Awake | Initializes the component. (Overrides UxrAvatarComponent<T>.Awake().) | |
IsInside | Checks whether the finger tip is inside a box collider. | |
OnEnable | Resets the internal state. (Overrides UxrComponent<T>.OnEnable().) | |
Start | Initializes the component. (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.) |