Humanoid Control options for hand-related stuff
More information on the Humanoid Control Hand Target Component click here
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void | GrabTouchedObject () |
| Try to grab the object we touch More...
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void | GrabNearObject () |
| Try to grab an object near to the hand More...
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void | NearGrabCheck () |
| Check the hand for grabbing near objects More...
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void | GrabCheck (GameObject obj) |
| Try to take the object More...
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void | Grab (GameObject obj, bool rangeCheck=true) |
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override Transform | GetDefaultTarget (HumanoidControl humanoid) |
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TargetedBone | GetTargetBone (ArmBones boneID) |
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void | RetrieveBones () |
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void | SetPose1 (Pose pose) |
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void | SetPose (Pose pose, float weight) |
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bool | GrabbedStaticObject () |
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void | LetGo () |
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Vector3 | HandBoneRightAxis () |
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Vector3 | HandBoneOutwardAxis () |
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void | InitTarget () |
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override void | InitAvatar () |
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override void | NewComponent (HumanoidControl _humanoid) |
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override void | InitComponent () |
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override void | StartTarget () |
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override void | MatchTargetsToAvatar () |
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void | CopyBoneToTarget (ArmBones boneId, BoneTransform bone) |
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override void | UpdateTarget () |
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override void | UpdateMovements (HumanoidControl humanoid) |
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override void | CopyTargetToRig () |
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override void | CopyRigToTarget () |
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void | UpdateSensorsFromTarget () |
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float | GetFingerCurl (Finger fingerID) |
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float | GetFingerCurl (FingersTarget.TargetedFinger finger) |
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void | AddFingerCurl (Finger fingerID, float curlValue) |
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void | SetFingerCurl (Finger fingerID, float curlValue) |
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void | SetFingerGroupCurl (FingersTarget.FingerGroup fingerGroupID, float curlValue) |
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void | DetermineFingerCurl (Finger fingerID) |
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float | HandCurl () |
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void | Vibrate (float strength) |
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bool | isLeft |
| Is this the left hand? More...
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Side | side |
| Left or right hand side hand More...
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Vector3 | outward |
| Vector pointing toward the outward direction of the hand. In general this is the index finger pointing direction More...
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Vector3 | up |
| Vector3 pointing toward the up direction of the hand. This is the opposite side of the palm of the hand More...
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FingersTarget | fingers = null |
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bool | rotationSpeedLimitation = false |
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Passer.Tracking.UnityXRController | unity |
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UnityVRHand | unity = new UnityVRHand() |
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ArmAnimator | armAnimator = new ArmAnimator() |
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OpenVRHand | openVR = new OpenVRHand() |
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ViveTrackerArm | viveTracker = new ViveTrackerArm() |
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OculusHand | oculus = new OculusHand() |
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WindowsMRHand | mixedReality = new WindowsMRHand() |
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WaveVRHand | waveVR = new WaveVRHand() |
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VrtkHand | vrtk = new VrtkHand() |
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NeuronHand | neuron = new NeuronHand() |
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LeapMotionHand | leap = new LeapMotionHand() |
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Kinect1Arm | kinect1 = new Kinect1Arm() |
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Kinect2Arm | kinect2 = new Kinect2Arm() |
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Kinect4Arm | kinect4 = new Kinect4Arm() |
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AstraArm | astra = new AstraArm() |
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RazerHydraHand | hydra = new RazerHydraHand() |
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OptitrackArm | optitrack = new OptitrackArm() |
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AntilatencyHand | antilatency = new AntilatencyHand() |
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Hi5Hand | hi5 = new Hi5Hand() |
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Transform | stretchlessTarget |
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TargetedShoulderBone | shoulder |
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TargetedUpperArmBone | upperArm |
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TargetedForearmBone | forearm |
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TargetedHandBone | hand |
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PoseMethod | poseMethod |
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bool | physics = true |
| Enables hand physics More...
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AdvancedHandPhysics.PhysicsMode | physicsMode = AdvancedHandPhysics.PhysicsMode.HybridKinematic |
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float | strength = 100 |
| The strength of the arm when holding physics objects More...
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GrabbingTechnique | grabbingTechnique = GrabbingTechnique.TouchGrabbing |
| The GrabbingType used to grab objects More...
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bool | touchInteraction = true |
| Enables touch interaction More...
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Pose | grabPose |
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Pose | closedPose |
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PoseMixer | poseMixer = new PoseMixer() |
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HandSocket | grabSocket |
| The Socket for holding objects with the whole hand More...
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Socket | pinchSocket |
| The Socket for holding objects between the thumb and index finger More...
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InteractionModule | inputModule |
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GameObject | touchedObject = null |
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GameObject | grabbedPrefab |
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GameObject | grabbedObject |
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Handle | grabbedHandle = null |
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Vector3 | targetToHandle |
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GrabType | grabType |
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bool | grabbedRigidbody |
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bool | grabbedKinematicRigidbody |
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List< Collider > | colliders |
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bool | twoHandedGrab = false |
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Vector3 | targetToSecondaryHandle |
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PoseEventList | poseEvent |
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GameObjectEventHandlers | touchEvent |
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GameObjectEventHandlers | grabEvent |
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Transform | handPalm |
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Rigidbody | handRigidbody |
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AdvancedHandPhysics | handPhysics |
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HandMovements | handMovements = new HandMovements() |
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ArmMovements | armMovements = new ArmMovements() |
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bool | directFingerMovements = true |
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const float | maxShoulderAngle = 30 |
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const float | maxUpperArmAngle = 120 |
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const float | maxForearmAngle = 130 |
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const float | maxHandAngle = 100 |
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static readonly Vector3 | minLeftShoulderAngles = new Vector3(0, 0, -45) |
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static readonly Vector3 | maxLeftShoulderAngles = new Vector3(0, 45, 0) |
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static readonly Vector3 | minRightShoulderAngles = new Vector3(0, -45, 0) |
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static readonly Vector3 | maxRightShoulderAngles = new Vector3(0, 0, 45) |
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static readonly Vector3 | minLeftUpperArmAngles = new Vector3(-180, -45, -180) |
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static readonly Vector3 | maxLeftUpperArmAngles = new Vector3(60, 130, 45) |
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static readonly Vector3 | minRightUpperArmAngles = new Vector3(-180, -130, -45) |
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static readonly Vector3 | maxRightUpperArmAngles = new Vector3(60, 45, 180) |
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static readonly Vector3 | minLeftForearmAngles = new Vector3(0, 0, 0) |
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static readonly Vector3 | maxLeftForearmAngles = new Vector3(0, 150, 0) |
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static readonly Vector3 | minRightForearmAngles = new Vector3(0, -150, 0) |
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static readonly Vector3 | maxRightForearmAngles = new Vector3(0, 0, 0) |
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static readonly Vector3 | minLeftHandAngles = new Vector3(-180, -50, -70) |
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static readonly Vector3 | maxLeftHandAngles = new Vector3(90, 20, 90) |
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static readonly Vector3 | minRightHandAngles = new Vector3(-90, -20, -70) |
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static readonly Vector3 | maxRightHandAngles = new Vector3(45, 50, 70) |
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