Class ControllerPoseSynchronizer
Waits for a controller to be initialized, then synchronizes its transform position to a specified handedness.
Inheritance
ControllerPoseSynchronizer
Implements
IEventSystemHandler
Assembly: cs.temp.dll.dll
public class ControllerPoseSynchronizer : InputSystemGlobalHandlerListener, IMixedRealityControllerPoseSynchronizer, IMixedRealitySourcePoseHandler, IMixedRealitySourceStateHandler, IMixedRealityInputHandler, IMixedRealityBaseInputHandler, IMixedRealityInputHandler<float>, IMixedRealityInputHandler<Vector2>, IMixedRealityInputHandler<Vector3>, IMixedRealityInputHandler<Quaternion>, IMixedRealityInputHandler<MixedRealityPose>, IEventSystemHandler
Fields
Declaration
protected TrackingState TrackingState
Field Value
Properties
The current controller reference.
Declaration
public virtual IMixedRealityController Controller { get; set; }
Property Value
Should this GameObject clean itself up when it's controller is lost?
Declaration
public bool DestroyOnSourceLost { get; set; }
Property Value
The controller handedness to synchronize with.
Declaration
public Handedness Handedness { get; set; }
Property Value
Type |
Description |
Handedness |
|
Is the controller this Synchronizer is registered to currently tracked?
Declaration
public bool IsTracked { get; protected set; }
Property Value
The input action that will drive the Transform's pose, position, or rotation.
Declaration
public MixedRealityInputAction PoseAction { get; set; }
Property Value
Should the Transform's position be driven from the source pose or from input handler?
Declaration
public bool UseSourcePoseData { get; set; }
Property Value
Methods
Declaration
public virtual void OnInputChanged(InputEventData<MixedRealityPose> eventData)
Parameters
Declaration
public virtual void OnInputChanged(InputEventData<Quaternion> eventData)
Parameters
Declaration
public virtual void OnInputChanged(InputEventData<float> eventData)
Parameters
Declaration
public virtual void OnInputChanged(InputEventData<Vector2> eventData)
Parameters
Declaration
public virtual void OnInputChanged(InputEventData<Vector3> eventData)
Parameters
Input Down updates from Interactions, Keys, or any other simple input.
Declaration
public virtual void OnInputDown(InputEventData eventData)
Parameters
Input Up updates from Interactions, Keys, or any other simple input.
Declaration
public virtual void OnInputUp(InputEventData eventData)
Parameters
Raised when a source is detected.
Declaration
public virtual void OnSourceDetected(SourceStateEventData eventData)
Parameters
Raised when a source is lost.
Declaration
public virtual void OnSourceLost(SourceStateEventData eventData)
Parameters
Raised when the source pose tracking state is changed.
Declaration
public virtual void OnSourcePoseChanged(SourcePoseEventData<TrackingState> eventData)
Parameters
Raised when the source pose is changed.
Declaration
public virtual void OnSourcePoseChanged(SourcePoseEventData<MixedRealityPose> eventData)
Parameters
Raised when the source rotation is changed.
Declaration
public virtual void OnSourcePoseChanged(SourcePoseEventData<Quaternion> eventData)
Parameters
Raised when the source position is changed.
Declaration
public virtual void OnSourcePoseChanged(SourcePoseEventData<Vector2> eventData)
Parameters
Raised when the source position is changed.
Declaration
public virtual void OnSourcePoseChanged(SourcePoseEventData<Vector3> eventData)
Parameters
Overload this method to specify, which global events component wants to listen to.
Use RegisterHandler API of InputSystem
Declaration
protected override void RegisterHandlers()
Overrides
Overload this method to specify, which global events component should stop listening to.
Use UnregisterHandler API of InputSystem
Declaration
protected override void UnregisterHandlers()
Overrides
Implements
IEventSystemHandler