Hand Menu
Makes a GameObject follow a tracked hand or motion controller with logic for setting visibility of the menu based on the palm orientation. This can be used, for example, to show a preferences menu when the user is looking at their palm.
Property |
Description |
Hand Menu UI GameObject |
Child GameObject used to hold the hand menu UI. This is the transform that moves each frame. |
Menu Handedness |
Which hand should the menu anchor to.
- None to make the menu not follow either hand. Effectively disables the hand menu.
- Left to make the menu follow the left hand.
- Right to make the menu follow the right hand.
- Either to make the menu follow either hand, choosing the first hand that satisfies requirements.
|
Hand Menu Up Direction |
Determines the up direction of the menu when the hand menu is looking at the camera.
- World Up to use the global world up direction (
Vector3.up ). - Transform Up to use this GameObject's world up direction (
Transform.up ). Useful if this component is on a child GameObject of the XR Origin and the user can teleport to walls. - Camera Up to use the main camera up direction. The menu will stay oriented with the head when the user tilts their head left or right.
|
Snap To Gaze Palm Alignment Degree Angle Threshold |
Degree angle threshold for hand menu to snap to align with gaze. |
Palm Facing User Degree Angle Threshold |
Degree angle separation between camera forward and palm up to consider whether the palm is facing the user. |
Left Palm Anchor |
Anchor associated with the left palm pose for the hand. |
Left Offset Child Anchor |
Offset from the left palm anchor where the UI should sit. |
Right Palm Anchor |
Anchor associated with the right palm pose for the hand. |
Right Offset Child Anchor |
Offset from the right palm anchor where the UI should sit. |
Follow Speed Multiplier |
Multiplier for delta time used when computing position and rotation tweens for this hand menu. |
Min Follow Distance |
Minimum distance in meters from target before which tween starts. |
Max Follow Distance |
Maximum distance in meters from target before tween targets, when time threshold is reached. |
Min To Max Delay Seconds |
Time required to elapse before the max distance allowed goes from the min distance to the max. |
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