Class XRSocketGrabTransformer
Transformer used when an interactable is snapped to a socket. Applies both when select is active and when hover socket snapping is active.
Implements
Inherited Members
Namespace: UnityEngine.XR.Interaction.Toolkit.Transformers
Assembly: Unity.XR.Interaction.Toolkit.dll
Syntax
[HelpURL("https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@3.0/api/UnityEngine.XR.Interaction.Toolkit.Transformers.XRSocketGrabTransformer.html")]
public class XRSocketGrabTransformer : IXRGrabTransformer
Properties
canProcess
Whether this grab transformer can process targets. Transformers that can process targets receive calls to Process(XRGrabInteractable, UpdatePhase, ref Pose, ref Vector3), transformers that cannot process do not. Transformers will still have other event methods called to allow for initialization on the frame the grab changes happens.
Declaration
public bool canProcess { get; set; }
Property Value
Type | Description |
---|---|
bool |
fixedScale
Scale factor applied to the interactable when scale mode is set to Fixed.
Declaration
public float3 fixedScale { get; set; }
Property Value
Type | Description |
---|---|
float3 |
scaleMode
Scale mode used to calculate the scale factor applied to the interactable when hovering.
Declaration
public SocketScaleMode scaleMode { get; set; }
Property Value
Type | Description |
---|---|
SocketScaleMode |
socketInteractor
The current socket interactor.
Declaration
public IXRInteractor socketInteractor { get; set; }
Property Value
Type | Description |
---|---|
IXRInteractor |
socketSnappingRadius
When socket snapping is enabled, this is the radius within which the interactable will snap to the socket's attach transform while hovering.
Declaration
public float socketSnappingRadius { get; set; }
Property Value
Type | Description |
---|---|
float |
targetBoundsSize
Bounds size used to calculate the scale factor applied to the interactable when scale mode is set to Stretched To Fit Size.
Declaration
public float3 targetBoundsSize { get; set; }
Property Value
Type | Description |
---|---|
float3 |
Methods
OnGrab(XRGrabInteractable)
Called by Unity when the given Interactable is grabbed (in other words, when entering the Select state). This method won't be called again until the Interactable is released by every Interactor. Use this to do any code initialization based on the first Interactor that selects the Interactable.
Declaration
public void OnGrab(XRGrabInteractable grabInteractable)
Parameters
Type | Name | Description |
---|---|---|
XRGrabInteractable | grabInteractable | The XR Grab Interactable being grabbed. |
Remarks
In other words, this will be called when the selection count changes from 0
to 1
.
See Also
OnGrabCountChanged(XRGrabInteractable, Pose, Vector3)
Called by Unity each time the number of selections changes for the given Interactable while grabbed by at least one Interactor, including when it is first grabbed. Use this to do any code initialization based on each Interactor currently selecting the Interactable, for example computing the initial distance between both Interactors grabbing the object.
Declaration
public void OnGrabCountChanged(XRGrabInteractable grabInteractable, Pose targetPose, Vector3 localScale)
Parameters
Type | Name | Description |
---|---|---|
XRGrabInteractable | grabInteractable | The XR Grab Interactable being grabbed. |
Pose | targetPose | The current target pose for the current frame. |
Vector3 | localScale | The current target scale of the Interactable's transform relative to the GameObject's parent. |
Remarks
There will always be at least one Interactor selecting the Interactable when this method is called.
In other words, this will be called when the selection count changes from 0
to 1
and whenever it subsequently changes while still above 0
.
This method is called by Unity right before Process(XRGrabInteractable, UpdatePhase, ref Pose, ref Vector3) if the selection count changed.
Examples
To get the number of Interactors selecting the Interactable in your implementation method:
grabInteractable.interactorsSelecting.Count
OnLink(XRGrabInteractable)
Called by Unity when the given Interactable links to this grab transformer. Use this to do any code initialization for the given Interactable.
Declaration
public void OnLink(XRGrabInteractable grabInteractable)
Parameters
Type | Name | Description |
---|---|---|
XRGrabInteractable | grabInteractable | The XR Grab Interactable being linked to this transformer. |
See Also
OnUnlink(XRGrabInteractable)
Called by Unity when the given Interactable unlinks from this grab transformer. Use this to do any code cleanup for the given Interactable.
Declaration
public void OnUnlink(XRGrabInteractable grabInteractable)
Parameters
Type | Name | Description |
---|---|---|
XRGrabInteractable | grabInteractable | The XR Grab Interactable being unlinked from this transformer. |
See Also
Process(XRGrabInteractable, UpdatePhase, ref Pose, ref Vector3)
Called by the linked Interactable to calculate the target pose and scale.
Modify the value of targetPose
and/or localScale
(or neither).
Declaration
public void Process(XRGrabInteractable grabInteractable, XRInteractionUpdateOrder.UpdatePhase updatePhase, ref Pose targetPose, ref Vector3 localScale)
Parameters
Type | Name | Description |
---|---|---|
XRGrabInteractable | grabInteractable | The XR Grab Interactable to calculate the target pose and scale for. |
XRInteractionUpdateOrder.UpdatePhase | updatePhase | The update phase this is called during. |
Pose | targetPose | The target pose for the current frame. |
Vector3 | localScale | The target scale of the Interactable's transform relative to the GameObject's parent. |
Remarks
When there is more than one linked grab transformer that can process, the updated value of each ref parameter is passed to each in series according to its order in the list. You can utilize this by, for example, having the first grab transformer compute the target pose, and the second compute just the scale.
Examples
If your transformer requires the use of two or more selections, you should first check for that condition in your implementation method:
if (grabInteractable.interactorsSelecting.Count < 2) return;