IHandsAggregatorSubsystem Interface
Definition
Important
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Specification for what a subsystem needs to be able to provide to aggregator multiple IHandsSubsystem subsystems.
public interface IHandsAggregatorSubsystem : UnityEngine.ISubsystem
type IHandsAggregatorSubsystem = interface
interface ISubsystem
Public Interface IHandsAggregatorSubsystem
Implements ISubsystem
- Derived
- Implements
-
UnityEngine.ISubsystem
Remarks
Both the IHandsAggregatorSubsystem implementations and the associated provider must implement this interface, preferably with a direct one to one mapping between the provider surface and the subsystem surface.
Implementations of IHandsAggregatorSubsystem aggregate skeletal hand joint data from all available sources. Implementations can aggregate hand joint data from multiple APIs, or from multiple subsystems, or from any other source they choose. Recommended use is for aggregating from all loaded HandsSubsystems. See the MRTKHandsAggregatorSubsystem class for the MRTK implementation.
Methods
| Name | Description |
|---|---|
| TryGetEntireHand(XRNode, IReadOnlyList<HandJointPose>) |
Get a read-only reference to the entire hand. |
| TryGetJoint(TrackedHandJoint, XRNode, HandJointPose) |
Queries a specific hand joint, specified by |
| TryGetNearInteractionPoint(XRNode, HandJointPose) |
The play space local pose of the near interaction point. |
| TryGetPalmFacingAway(XRNode, Boolean) |
Whether the palm of the given handedness is facing away from the user |
| TryGetPinchingPoint(XRNode, HandJointPose) |
The play space local pose of the grab/pinch location. |
| TryGetPinchProgress(XRNode, Boolean, Boolean, Single) |
How pinched the specific hand is. |