HandPulseLogic Class
Definition
Important
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Script for triggering the pulse shader effect on hand mesh.
public ref class HandPulseLogic : UnityEngine::MonoBehaviour, Microsoft::MixedReality::Toolkit::Input::IMixedRealityPointerHandler, UnityEngine::EventSystems::IEventSystemHandler
[UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/HandPulseLogic")]
public class HandPulseLogic : UnityEngine.MonoBehaviour, Microsoft.MixedReality.Toolkit.Input.IMixedRealityPointerHandler, UnityEngine.EventSystems.IEventSystemHandler
[<UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/HandPulseLogic")>]
type HandPulseLogic = class
inherit MonoBehaviour
interface IMixedRealityPointerHandler
interface IEventSystemHandler
Public Class HandPulseLogic
Inherits MonoBehaviour
Implements IEventSystemHandler, IMixedRealityPointerHandler
- Inheritance
-
UnityEngine.MonoBehaviourHandPulseLogic
- Attributes
-
UnityEngine.AddComponentMenuAttribute
- Implements
-
IMixedRealityPointerHandler UnityEngine.EventSystems.IEventSystemHandler
Constructors
HandPulseLogic() |
Fields
bPulseOnLookAtPalms | |
bPulseOnPinch | |
PalmFacingTime | |
Pulse | |
PulseOriginFingertips | |
PulseOriginPalms |
Explicit Interface Implementations
IMixedRealityPointerHandler.OnPointerClicked(MixedRealityPointerEventData) |
When a pointer clicked event is raised, this method is used to pass along the event data to the input handler. |
IMixedRealityPointerHandler.OnPointerDown(MixedRealityPointerEventData) |
When a pointer down event is raised, this method is used to pass along the event data to the input handler. |
IMixedRealityPointerHandler.OnPointerDragged(MixedRealityPointerEventData) |
Called every frame a pointer is down. Can be used to implement drag-like behaviors. |
IMixedRealityPointerHandler.OnPointerUp(MixedRealityPointerEventData) |
When a pointer up event is raised, this method is used to pass along the event data to the input handler. |