Interface IVRAvatarLimb
An interface representing and avatar limb (hands, head, etc).
Namespace: Liminal.SDK.VR.Avatars
Assembly: Liminal.SDK.dll
Syntax
public interface IVRAvatarLimb
Properties
| Improve this Doc View SourceAnchor
The anchor transform for the limb.
Declaration
Transform Anchor { get; }
Property Value
Type | Description |
---|---|
UnityEngine.Transform |
AttachedObjects
Gets the list of GameObjects currently attached to the limb anchor.
Declaration
List<GameObject> AttachedObjects { get; }
Property Value
Type | Description |
---|---|
System.Collections.Generic.List<UnityEngine.GameObject> |
Avatar
Gets the VRAvatar the limb is attached to.
Declaration
IVRAvatar Avatar { get; }
Property Value
Type | Description |
---|---|
IVRAvatar |
DeviceComponent
Gets the IVRDeviceComponent the limb is assigned to.
Declaration
IVRDeviceComponent DeviceComponent { get; }
Property Value
Type | Description |
---|---|
IVRDeviceComponent |
IsActive
Indicates if the limb is currently active.
Declaration
bool IsActive { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
LimbType
Gets the VRAvatarLimbType for this limb.
Declaration
VRAvatarLimbType LimbType { get; }
Property Value
Type | Description |
---|---|
VRAvatarLimbType |
TrackedObject
Gets the IVRTrackedObjectProxy assigned to the limb.
Declaration
IVRTrackedObjectProxy TrackedObject { get; set; }
Property Value
Type | Description |
---|---|
IVRTrackedObjectProxy |
Transform
Gets the transform for this limb.
Declaration
Transform Transform { get; }
Property Value
Type | Description |
---|---|
UnityEngine.Transform |
Methods
| Improve this Doc View SourceAttach(GameObject, AnchorAttachFlags)
Attachs a GameObject to the limb's anchor.
Declaration
void Attach(GameObject gameObject, AnchorAttachFlags flags = AnchorAttachFlags.ReparentToAnchor | AnchorAttachFlags.Default)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.GameObject | gameObject | The GameObject to attach |
AnchorAttachFlags | flags | Settings for attaching the object. |
SetActive(Boolean)
Sets the active state of the limb.
Declaration
void SetActive(bool activeState)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | activeState | The active state of the limb. |
Unattach(GameObject, Transform)
Removes a GameObject from the limb's anchor and returns a boolean indicating if the object was unattached.
Declaration
bool Unattach(GameObject gameObject, Transform newParent = null)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.GameObject | gameObject | The GameObject to unattach. |
UnityEngine.Transform | newParent | The new Transform to parent |
Returns
Type | Description |
---|---|
System.Boolean | A boolean indicating if |
UnattachAll(Transform)
Unattaches all GameObjects from the limb and reparents them to newParent
.
Declaration
void UnattachAll(Transform newParent = null)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.Transform | newParent | The transform to parent all current attachments to. |
UpdateState()
[Internal use only] Updates the internal state of the limb.
Declaration
void UpdateState()