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IHandsAggregatorSubsystem Interface

Definition

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 joint.

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.

Applies to