docs.unity3d.com
    Show / Hide Table of Contents

    Class DeviceBasedContinuousTurnProvider

    Locomotion provider that allows the user to smoothly rotate their rig continuously over time using a specified 2D axis input.

    Inheritance
    Object
    Object
    Component
    Behaviour
    MonoBehaviour
    LocomotionProvider
    ContinuousTurnProviderBase
    DeviceBasedContinuousTurnProvider
    Inherited Members
    ContinuousTurnProviderBase.turnSpeed
    ContinuousTurnProviderBase.Update()
    ContinuousTurnProviderBase.GetTurnAmount(Vector2)
    ContinuousTurnProviderBase.TurnRig(Single)
    LocomotionProvider.beginLocomotion
    LocomotionProvider.endLocomotion
    LocomotionProvider.system
    LocomotionProvider.locomotionPhase
    LocomotionProvider.Awake()
    LocomotionProvider.CanBeginLocomotion()
    LocomotionProvider.BeginLocomotion()
    LocomotionProvider.EndLocomotion()
    LocomotionProvider.startLocomotion
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(String, Single)
    MonoBehaviour.InvokeRepeating(String, Single, Single)
    MonoBehaviour.CancelInvoke(String)
    MonoBehaviour.IsInvoking(String)
    MonoBehaviour.StartCoroutine(String)
    MonoBehaviour.StartCoroutine(String, Object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(String)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(Object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, Component)
    Component.TryGetComponent<T>(T)
    Component.GetComponent(String)
    Component.GetComponentInChildren(Type, Boolean)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(Boolean)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, Boolean)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(Boolean)
    Component.GetComponentsInChildren<T>(Boolean, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, Boolean)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(Boolean)
    Component.GetComponentsInParent<T>(Boolean, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(String)
    Component.SendMessageUpwards(String, Object, SendMessageOptions)
    Component.SendMessageUpwards(String, Object)
    Component.SendMessageUpwards(String)
    Component.SendMessageUpwards(String, SendMessageOptions)
    Component.SendMessage(String, Object)
    Component.SendMessage(String)
    Component.SendMessage(String, Object, SendMessageOptions)
    Component.SendMessage(String, SendMessageOptions)
    Component.BroadcastMessage(String, Object, SendMessageOptions)
    Component.BroadcastMessage(String, Object)
    Component.BroadcastMessage(String)
    Component.BroadcastMessage(String, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Component.rigidbody
    Component.rigidbody2D
    Component.camera
    Component.light
    Component.animation
    Component.constantForce
    Component.renderer
    Component.audio
    Component.networkView
    Component.collider
    Component.collider2D
    Component.hingeJoint
    Component.particleSystem
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(Object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, Boolean)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, Boolean)
    Object.Destroy(Object, Single)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, Boolean)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, Single)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: UnityEngine.XR.Interaction.Toolkit
    Syntax
    [AddComponentMenu("XR/Locomotion/Continuous Turn Provider (Device-based)", 11)]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.1/api/UnityEngine.XR.Interaction.Toolkit.DeviceBasedContinuousTurnProvider.html")]
    public class DeviceBasedContinuousTurnProvider : ContinuousTurnProviderBase

    Properties

    controllers

    The XRControllers that allow turning. An XRController must be enabled in order to turn.

    Declaration
    public List<XRBaseController> controllers { get; set; }
    Property Value
    Type Description
    List<XRBaseController>

    deadzoneMax

    Value above which input values will be clamped. After clamping, values will be renormalized to [0, 1] between min and max.

    Declaration
    public float deadzoneMax { get; set; }
    Property Value
    Type Description
    Single

    deadzoneMin

    Value below which input values will be clamped. After clamping, values will be renormalized to [0, 1] between min and max.

    Declaration
    public float deadzoneMin { get; set; }
    Property Value
    Type Description
    Single

    inputBinding

    The 2D Input Axis on the controller devices that will be used to trigger a turn.

    Declaration
    public DeviceBasedContinuousTurnProvider.InputAxes inputBinding { get; set; }
    Property Value
    Type Description
    DeviceBasedContinuousTurnProvider.InputAxes

    Methods

    GetDeadzoneAdjustedValue(Single)

    Gets value adjusted based on deadzone thresholds.

    Declaration
    protected float GetDeadzoneAdjustedValue(float value)
    Parameters
    Type Name Description
    Single value

    The value to be adjusted.

    Returns
    Type Description
    Single

    Returns adjusted value.

    GetDeadzoneAdjustedValue(Vector2)

    Gets value adjusted based on deadzone thresholds.

    Declaration
    protected Vector2 GetDeadzoneAdjustedValue(Vector2 value)
    Parameters
    Type Name Description
    Vector2 value

    The value to be adjusted.

    Returns
    Type Description
    Vector2

    Returns adjusted 2D vector.

    ReadInput()

    Reads the current value of the turn input.

    Declaration
    protected override Vector2 ReadInput()
    Returns
    Type Description
    Vector2

    Returns the input vector, such as from a thumbstick.

    Overrides
    ContinuousTurnProviderBase.ReadInput()

    See Also

    LocomotionProvider
    DeviceBasedSnapTurnProvider
    Back to top
    Terms of use
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023