docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class ScreenSpacePinchScaleInput

    Component that provides the pinch gap delta scaling value from a touchscreen for mobile AR. Intended to be used with an XRInputValueReader as its object reference to provide a scale value.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    ScreenSpacePinchScaleInput
    Implements
    IXRInputValueReader<float>
    IXRInputValueReader
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(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, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, 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
    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, bool)
    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, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.XR.Interaction.Toolkit.AR.Inputs
    Assembly: Unity.XR.Interaction.Toolkit.dll
    Syntax
    [AddComponentMenu("XR/Input/Screen Space Pinch Scale Input", 11)]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@3.0/api/UnityEngine.XR.Interaction.Toolkit.AR.Inputs.ScreenSpacePinchScaleInput.html")]
    public class ScreenSpacePinchScaleInput : MonoBehaviour, IXRInputValueReader<float>, IXRInputValueReader

    Properties

    pinchGapDeltaInput

    The input used to read the pinch gap delta value.

    Declaration
    public XRInputValueReader<float> pinchGapDeltaInput { get; set; }
    Property Value
    Type Description
    XRInputValueReader<float>
    See Also
    scaleDistanceDeltaInput
    DistanceDelta

    rotationThreshold

    The threshold at which a gestures will be interpreted only as rotation and not a pinch scale gesture.

    Declaration
    public float rotationThreshold { get; set; }
    Property Value
    Type Description
    float
    See Also
    useRotationThreshold

    twistDeltaRotationInput

    The input used to read the twist delta rotation value.

    Declaration
    public XRInputValueReader<float> twistDeltaRotationInput { get; set; }
    Property Value
    Type Description
    XRInputValueReader<float>
    See Also
    scaleDistanceDeltaInput
    DistanceDelta

    useRotationThreshold

    Enables a rotation threshold that blocks pinch scale gestures when surpassed.

    Declaration
    public bool useRotationThreshold { get; set; }
    Property Value
    Type Description
    bool
    See Also
    rotationThreshold

    Methods

    OnDisable()

    See MonoBehaviour.

    Declaration
    protected void OnDisable()
    See Also
    scaleDistanceDeltaInput
    DistanceDelta

    OnEnable()

    See MonoBehaviour.

    Declaration
    protected void OnEnable()
    See Also
    scaleDistanceDeltaInput
    DistanceDelta

    ReadValue()

    Read the current value from the input source.

    Declaration
    public float ReadValue()
    Returns
    Type Description
    float

    Returns the current value from the input source. May return default(TValue) if unused or no source is set.

    See Also
    scaleDistanceDeltaInput
    DistanceDelta

    TryReadValue(out float)

    Try to read the current value from the input source.

    Declaration
    public bool TryReadValue(out float value)
    Parameters
    Type Name Description
    float value

    When this method returns, contains the current value from the input source. May return default(TValue) if unused or no source is set.

    Returns
    Type Description
    bool

    Returns true if the current value was able to be read (and for actions, also if in progress).

    Remarks

    You can use the return value of this method instead of only using ReadValue() in order to avoid doing any work when the input action is not in progress, such as when the control is not actuated. This can be useful for performance reasons.
    If an input processor on an input action returns a different value from the default float when the input action is not in progress, the outvalue returned by this method may not be default(TValue) as is typically the case for Try- methods. If you need to support processors that return a different value from the default when the control is not actuated, you should use ReadValue() instead of using the return value of this method to skip input handling.

    See Also
    scaleDistanceDeltaInput
    DistanceDelta

    Implements

    IXRInputValueReader<TValue>
    IXRInputValueReader

    See Also

    scaleDistanceDeltaInput
    DistanceDelta
    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)