Class XRGestureSubsystem.Provider
Provider to be implemented for XRGestureSubsystem.
Inherited Members
SubsystemProvider<XRGestureSubsystem>.TryInitialize()
SubsystemProvider<XRGestureSubsystem>.Start()
SubsystemProvider<XRGestureSubsystem>.Stop()
SubsystemProvider.running
Namespace: UnityEngine.XR.InteractionSubsystems
Assembly: Unity.XR.InteractionSubsystems.dll
Syntax
public abstract class XRGestureSubsystem.Provider : SubsystemProvider<XRGestureSubsystem>
Fields
m_ActivateGestureEvents
Container for the current Gesture Events.
Declaration
protected NativeArray<ActivateGestureEvent> m_ActivateGestureEvents
Field Value
Type | Description |
---|---|
NativeArray<ActivateGestureEvent> |
Properties
activateGestureEvents
Current Gesture Events. Note: Should we be considering a reallocation if the subsystem is stopped and restarted without destroying? The current behaviour is to keep the events in memory. For now, we'll leave it as it was originally designed. But we should keep an eye on this.
Declaration
public NativeArray<ActivateGestureEvent> activateGestureEvents { get; }
Property Value
Type | Description |
---|---|
NativeArray<ActivateGestureEvent> |
Methods
Destroy()
Declaration
public override void Destroy()
Overrides
UnityEngine.SubsystemsImplementation.SubsystemProvider<UnityEngine.XR.InteractionSubsystems.XRGestureSubsystem>.Destroy()
~Provider()
Ensuring that the NativeArray is cleaned up.
Declaration
protected ~Provider()
Update()
Implement the update method for Update events.
Declaration
public abstract void Update()