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    Class EyesControl

    Inheritance
    object
    InputControl
    InputControl<Eyes>
    EyesControl
    Inherited Members
    InputControl<Eyes>.valueType
    InputControl<Eyes>.valueSizeInBytes
    InputControl<Eyes>.value
    InputControl<Eyes>.ReadValue()
    InputControl<Eyes>.ReadValueFromPreviousFrame()
    InputControl<Eyes>.ReadDefaultValue()
    InputControl<Eyes>.ReadValueFromState(void*)
    InputControl<Eyes>.ReadValueFromStateWithCaching(void*)
    InputControl<Eyes>.ReadUnprocessedValueFromStateWithCaching(void*)
    InputControl<Eyes>.ReadUnprocessedValue()
    InputControl<Eyes>.ReadValueFromStateAsObject(void*)
    InputControl<Eyes>.ReadValueFromStateIntoBuffer(void*, void*, int)
    InputControl<Eyes>.WriteValueFromBufferIntoState(void*, int, void*)
    InputControl<Eyes>.WriteValueFromObjectIntoState(object, void*)
    InputControl<Eyes>.ReadValueFromBufferAsObject(void*, int)
    InputControl<Eyes>.CompareValue(void*, void*)
    InputControl<Eyes>.ProcessValue(Eyes)
    InputControl<Eyes>.ProcessValue(ref Eyes)
    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.this[string]
    InputControl.magnitude
    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
    InputControl.optimizedControlDataType
    InputControl.CalculateOptimizedControlDataType()
    InputControl.ApplyParameterChanges()
    Namespace: UnityEngine.InputSystem.XR
    Assembly: Unity.InputSystem.dll
    Syntax
    public class EyesControl : InputControl<Eyes>

    Properties

    fixationPoint

    Declaration
    public Vector3Control fixationPoint { get; set; }
    Property Value
    Type Description
    Vector3Control

    leftEyeOpenAmount

    Declaration
    public AxisControl leftEyeOpenAmount { get; set; }
    Property Value
    Type Description
    AxisControl

    leftEyePosition

    Declaration
    public Vector3Control leftEyePosition { get; set; }
    Property Value
    Type Description
    Vector3Control

    leftEyeRotation

    Declaration
    public QuaternionControl leftEyeRotation { get; set; }
    Property Value
    Type Description
    QuaternionControl

    rightEyeOpenAmount

    Declaration
    public AxisControl rightEyeOpenAmount { get; set; }
    Property Value
    Type Description
    AxisControl

    rightEyePosition

    Declaration
    public Vector3Control rightEyePosition { get; set; }
    Property Value
    Type Description
    Vector3Control

    rightEyeRotation

    Declaration
    public QuaternionControl rightEyeRotation { get; set; }
    Property Value
    Type Description
    QuaternionControl

    Methods

    FinishSetup()

    Perform final initialization tasks after the control hierarchy has been put into place.

    Declaration
    protected override void FinishSetup()
    Overrides
    InputControl<Eyes>.FinishSetup()
    Remarks

    This method can be overridden to perform control- or device-specific setup work. The most common use case is for looking up child controls and storing them in local getters.

    public class MyDevice : InputDevice
    {
    public ButtonControl button { get; private set; }
    public AxisControl axis { get; private set; }

             protected override void OnFinishSetup()
             {
                 // Cache controls in getters.
                 button = GetChildControl("button");
                 axis = GetChildControl("axis");
             }
         }</code></pre></example>
    

    ReadUnprocessedValueFromState(void*)

    Declaration
    public override Eyes ReadUnprocessedValueFromState(void* statePtr)
    Parameters
    Type Name Description
    void* statePtr
    Returns
    Type Description
    Eyes
    Overrides
    InputControl<Eyes>.ReadUnprocessedValueFromState(void*)

    WriteValueIntoState(Eyes, void*)

    Declaration
    public override void WriteValueIntoState(Eyes value, void* statePtr)
    Parameters
    Type Name Description
    Eyes value
    void* statePtr
    Overrides
    InputControl<Eyes>.WriteValueIntoState(Eyes, void*)

    Extension Methods

    InputControlExtensions.CheckStateIsAtDefault(InputControl)
    InputControlExtensions.CheckStateIsAtDefault(InputControl, void*, void*)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl, void*)
    InputControlExtensions.CompareState(InputControl, void*, void*)
    InputControlExtensions.CompareState(InputControl, void*, void*, void*)
    InputControlExtensions.CompareStateIgnoringNoise(InputControl, void*)
    InputControlExtensions.FindControlsRecursive<TControl>(InputControl, IList<TControl>, Func<TControl, bool>)
    InputControlExtensions.FindInParentChain<TControl>(InputControl)
    InputControlExtensions.GetStatePtrFromStateEvent(InputControl, InputEventPtr)
    InputControlExtensions.HasValueChangeInEvent(InputControl, InputEventPtr)
    InputControlExtensions.HasValueChangeInState(InputControl, void*)
    InputControlExtensions.IsActuated(InputControl, float)
    InputControlExtensions.IsPressed(InputControl, float)
    InputControlExtensions.ReadDefaultValueAsObject(InputControl)
    InputControlExtensions.ReadValueAsObject(InputControl)
    InputControlExtensions.ReadValueFromEventAsObject(InputControl, InputEventPtr)
    InputControlExtensions.ReadValueIntoBuffer(InputControl, void*, int)
    InputControlExtensions.ResetToDefaultStateInEvent(InputControl, InputEventPtr)
    InputControlExtensions.WriteValueFromObjectIntoEvent(InputControl, InputEventPtr, object)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoState(InputControl, void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl, TValue, void*)
    InputControlExtensions.QueueValueChange<TValue>(InputControl<TValue>, TValue, double)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl<TValue>, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, TValue, void*)
    InputControlExtensions.WriteValueIntoState<TValue, TState>(InputControl<TValue>, TValue, ref TState)

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    In This Article
    • Properties
      • fixationPoint
      • leftEyeOpenAmount
      • leftEyePosition
      • leftEyeRotation
      • rightEyeOpenAmount
      • rightEyePosition
      • rightEyeRotation
    • Methods
      • FinishSetup()
      • ReadUnprocessedValueFromState(void*)
      • WriteValueIntoState(Eyes, void*)
    • Extension Methods
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