Complex pinch gesture that provides information about distance moved when pinching and dragging, relative to the head.
More...
|
| UnityEvent | OnGestureStart |
| | Triggered when the gesture might be starting, but hasn't been held long enough to be "sustained".
|
| |
| UnityEvent | OnGestureEnd |
| | Triggered when the gesture has been completed.
|
| |
| UnityEvent | OnGestureSustained |
| | Triggered at the moment that a gesture has reached the threshold to be considered "sustained", only fires once per gesture.
|
| |
| UnityEvent< Vector3 > | OnGestureMove |
| | Triggered every frame of a sustained gesture, provides the current offset from the gesture origin point.
|
| |
| UnityEvent< int > | OnGestureStepChanged |
| | Triggered every time a sustained gesture's position passes a distance threshold from the gesture's origin point.
|
| |
|
| override void | GestureUpdate (CommonHand activeHand) |
| | Updates the gesture state based on the active hand's movement and orientation.
|
| |
| virtual void | Update () |
| | Updates the gesture state based on the active hand controller.
|
| |
| void | GestureUpdate (CommonHand activeHand) |
| | Updates the gesture state based on the active hand.
|
| |
Complex pinch gesture that provides information about distance moved when pinching and dragging, relative to the head.
◆ GestureUpdate()
| override void FMAR.Gestures.PinchAndMoveGesture.GestureUpdate |
( |
CommonHand | activeHand | ) |
|
|
inlineprotected |
Updates the gesture state based on the active hand's movement and orientation.
- Parameters
-
| activeHand | The active hand performing the gesture. |
◆ OnGestureEnd
| UnityEvent FMAR.Gestures.PinchAndMoveGesture.OnGestureEnd |
Triggered when the gesture has been completed.
◆ OnGestureMove
| UnityEvent<Vector3> FMAR.Gestures.PinchAndMoveGesture.OnGestureMove |
Triggered every frame of a sustained gesture, provides the current offset from the gesture origin point.
◆ OnGestureStart
| UnityEvent FMAR.Gestures.PinchAndMoveGesture.OnGestureStart |
Triggered when the gesture might be starting, but hasn't been held long enough to be "sustained".
◆ OnGestureStepChanged
| UnityEvent<int> FMAR.Gestures.PinchAndMoveGesture.OnGestureStepChanged |
Triggered every time a sustained gesture's position passes a distance threshold from the gesture's origin point.
◆ OnGestureSustained
| UnityEvent FMAR.Gestures.PinchAndMoveGesture.OnGestureSustained |
Triggered at the moment that a gesture has reached the threshold to be considered "sustained", only fires once per gesture.
The documentation for this class was generated from the following file: