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Auto Hand Model
eisclimber edited this page Feb 11, 2024
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2 revisions
class in ExPresSXR.Rig / Extends MonoBehavior
Component added via Component Menu
The Auto Hand Model detects and displays the currently used controller as well as providing an optional animated hand model. It is used to represent the hand/controller of the XR Rig.
There are in total four versions, two for for the for each hand, one having collisions and one doesn't.
-
HandModelMode handModelMode
: Determines which model is displayed. -
InputDeviceCharacteristics controllerCharacteristics
: Characteristics of the controller to search for, which is used to get the correct controller for the correct hand. -
List<GameObject> controllerModels
: A list of models from which the correct model for the used controller when is chosenhandModelMode
is set toController
orBoth
. If no model was found for the controller a generic model will be shown. -
GameObject handModel
: The model that is displayed and animated whenhandModelMode
is set toHand
orBoth
. -
GameObject customModel
: A custom model that is shown whenhandModelMode
is set toCustom
. -
Transform currentAttach
: (Readonly) TheTransform
that is used as attach point forXRGrabInteractables
will be attached to. -
bool modelCollisionsEnabled
: Completely disables collisions with the hand/controller models during runtime. Overwrites the functionality of_collisionsEnabled
. -
bool collisionsCurrentlyEnabled
: Temporary en-/disables collisions if_modelCollisionsEnabled
is true. Will be controlled by the HandController.
To disable collisions completely use_modelCollisionsEnabled
instead.
-
HandModelMode
: Can be used to differentiate which model is displayed at the hand.
Autor: Luca 'eisclimber' Dreiling; License: MIT
- Getting Started
- Development and Contribution
- Misc
- Experimentation
- Data Gatherering
- Eye Tracking
- ExPresS XR Rig
- Interaction
- Base Button
- Button Quiz
- Collision Hand Rumbler
- Collision Sound Emitter
- Exit Game Interactable (Script Deprecated)
- Interactables
- Haptic Impulse Trigger
- Socket Interactors
- Inverse Kinematics
- Localization
- Minigames
- Coin Scale
- Coin Throw
- Sword Cleaning
- Misc
- Movement
- Presentation
- UI