Class BoneControl | Input System | 1.0.2
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    Class BoneControl

    Inheritance
    Object
    InputControl
    InputControl<Bone>
    BoneControl
    Inherited Members
    InputControl<Bone>.valueType
    InputControl<Bone>.valueSizeInBytes
    InputControl<Bone>.ReadValue()
    InputControl<Bone>.ReadValueFromPreviousFrame()
    InputControl<Bone>.ReadDefaultValue()
    InputControl<Bone>.ReadValueFromState(Void*)
    InputControl<Bone>.ReadUnprocessedValue()
    InputControl<Bone>.ReadValueFromStateAsObject(Void*)
    InputControl<Bone>.ReadValueFromStateIntoBuffer(Void*, Void*, Int32)
    InputControl<Bone>.WriteValueFromBufferIntoState(Void*, Int32, Void*)
    InputControl<Bone>.WriteValueFromObjectIntoState(Object, Void*)
    InputControl<Bone>.ReadValueFromBufferAsObject(Void*, Int32)
    InputControl<Bone>.CompareValue(Void*, Void*)
    InputControl<Bone>.ProcessValue(Bone)
    InputControl.name
    InputControl.displayName
    InputControl.shortDisplayName
    InputControl.path
    InputControl.layout
    InputControl.variants
    InputControl.device
    InputControl.parent
    InputControl.children
    InputControl.usages
    InputControl.aliases
    InputControl.stateBlock
    InputControl.noisy
    InputControl.synthetic
    InputControl.Item[String]
    InputControl.ToString()
    InputControl.EvaluateMagnitude()
    InputControl.EvaluateMagnitude(Void*)
    InputControl.TryGetChildControl(String)
    InputControl.TryGetChildControl<TControl>(String)
    InputControl.GetChildControl(String)
    InputControl.GetChildControl<TControl>(String)
    InputControl.RefreshConfigurationIfNeeded()
    InputControl.RefreshConfiguration()
    InputControl.m_StateBlock
    InputControl.currentStatePtr
    InputControl.previousFrameStatePtr
    InputControl.defaultStatePtr
    InputControl.noiseMaskPtr
    InputControl.stateOffsetRelativeToDeviceRoot
    Namespace: UnityEngine.InputSystem.XR
    Syntax
    [Preserve]
    public class BoneControl : InputControl<Bone>

    Properties

    parentBoneIndex

    Declaration
    [Preserve]
    public IntegerControl parentBoneIndex { get; }
    Property Value
    Type Description
    IntegerControl

    position

    Declaration
    [Preserve]
    public Vector3Control position { get; }
    Property Value
    Type Description
    Vector3Control

    rotation

    Declaration
    [Preserve]
    public QuaternionControl rotation { get; }
    Property Value
    Type Description
    QuaternionControl

    Methods

    FinishSetup()

    Declaration
    protected override void FinishSetup()
    Overrides
    InputControl.FinishSetup()

    ReadUnprocessedValueFromState(Void*)

    Declaration
    public override Bone ReadUnprocessedValueFromState(void *statePtr)
    Parameters
    Type Name Description
    Void* statePtr
    Returns
    Type Description
    Bone
    Overrides
    UnityEngine.InputSystem.InputControl<UnityEngine.InputSystem.XR.Bone>.ReadUnprocessedValueFromState(System.Void*)

    WriteValueIntoState(Bone, Void*)

    Declaration
    public override void WriteValueIntoState(Bone value, void *statePtr)
    Parameters
    Type Name Description
    Bone value
    Void* statePtr
    Overrides
    UnityEngine.InputSystem.InputControl<UnityEngine.InputSystem.XR.Bone>.WriteValueIntoState(UnityEngine.InputSystem.XR.Bone, System.Void*)

    Extension Methods

    InputControlExtensions.FindInParentChain<TControl>(InputControl)
    InputControlExtensions.IsPressed(InputControl, Single)
    InputControlExtensions.IsActuated(InputControl, Single)
    InputControlExtensions.ReadValueAsObject(InputControl)
    InputControlExtensions.ReadValueIntoBuffer(InputControl, Void*, Int32)
    InputControlExtensions.ReadDefaultValueAsObject(InputControl)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.WriteValueFromObjectIntoEvent(InputControl, InputEventPtr, Object)
    InputControlExtensions.WriteValueIntoState(InputControl, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl, TValue, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, TValue, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, Void*)
    InputControlExtensions.WriteValueIntoState<TValue, TState>(InputControl<TValue>, TValue, ref TState)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl<TValue>, TValue, InputEventPtr)
    InputControlExtensions.CheckStateIsAtDefault(InputControl)
    InputControlExtensions.CheckStateIsAtDefault(InputControl, Void*, Void*)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl, Void*)
    InputControlExtensions.CompareStateIgnoringNoise(InputControl, Void*)
    InputControlExtensions.CompareState(InputControl, Void*, Void*, Void*)
    InputControlExtensions.CompareState(InputControl, Void*, Void*)
    InputControlExtensions.HasValueChangeInState(InputControl, Void*)
    InputControlExtensions.HasValueChangeInEvent(InputControl, InputEventPtr)
    InputControlExtensions.GetStatePtrFromStateEvent(InputControl, InputEventPtr)
    InputControlExtensions.QueueValueChange<TValue>(InputControl<TValue>, TValue, Double)
    InputControlExtensions.FindControlsRecursive<TControl>(InputControl, IList<TControl>, Func<TControl, Boolean>)
    In This Article
    • Properties
      • parentBoneIndex
      • position
      • rotation
    • Methods
      • FinishSetup()
      • ReadUnprocessedValueFromState(Void*)
      • WriteValueIntoState(Bone, Void*)
    • Extension Methods
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