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    Class SwingArmModel

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    BasePoseProvider
    ArmModel
    SwingArmModel
    Inherited Members
    ArmModel.GetPoseFromProvider(out Pose)
    ArmModel.finalPose
    ArmModel.poseSource
    ArmModel.headGameObject
    ArmModel.elbowRestPosition
    ArmModel.wristRestPosition
    ArmModel.controllerRestPosition
    ArmModel.armExtensionOffset
    ArmModel.elbowBendRatio
    ArmModel.isLockedToNeck
    ArmModel.neckPosition
    ArmModel.shoulderPosition
    ArmModel.shoulderRotation
    ArmModel.elbowPosition
    ArmModel.elbowRotation
    ArmModel.wristPosition
    ArmModel.wristRotation
    ArmModel.controllerPosition
    ArmModel.controllerRotation
    ArmModel.torsoDirection
    ArmModel.torsoRotation
    ArmModel.m_NeckPosition
    ArmModel.m_ElbowPosition
    ArmModel.m_ElbowRotation
    ArmModel.m_WristPosition
    ArmModel.m_WristRotation
    ArmModel.m_ControllerPosition
    ArmModel.m_ControllerRotation
    ArmModel.m_HandedMultiplier
    ArmModel.m_TorsoDirection
    ArmModel.m_TorsoRotation
    ArmModel.DEFAULT_ELBOW_REST_POSITION
    ArmModel.DEFAULT_WRIST_REST_POSITION
    ArmModel.DEFAULT_CONTROLLER_REST_POSITION
    ArmModel.DEFAULT_ARM_EXTENSION_OFFSET
    ArmModel.DEFAULT_ELBOW_BEND_RATIO
    ArmModel.EXTENSION_WEIGHT
    ArmModel.SHOULDER_POSITION
    ArmModel.NECK_OFFSET
    ArmModel.MIN_EXTENSION_ANGLE
    ArmModel.MAX_EXTENSION_ANGLE
    ArmModel.OnEnable()
    ArmModel.OnDisable()
    ArmModel.OnControllerInputUpdated()
    ArmModel.UpdateHandedness()
    ArmModel.UpdateTorsoDirection(bool)
    ArmModel.UpdateNeckPosition()
    ArmModel.ApplyArmModel()
    ArmModel.SetUntransformedJointPositions()
    ArmModel.CalculateExtensionRatio(float)
    ArmModel.ApplyExtensionOffset(float)
    ArmModel.CalculateLerpRotation(Quaternion, float)
    ArmModel.ApplyRotationToJoints()
    ArmModel.ApplyInverseNeckModel(Vector3, out Vector3)
    ArmModel.TryGetForwardVector(XRNode, out Vector3)
    ArmModel.TryGetRotation(XRNode, out Quaternion)
    ArmModel.TryGetPosition(XRNode, out Vector3)
    ArmModel.TryGetAngularAcceleration(XRNode, out Vector3)
    ArmModel.TryGetAngularVelocity(XRNode, out Vector3)
    ArmModel.GetControllerRotation(out Quaternion, out Quaternion, out float)
    ArmModel.OnDrawGizmos()
    BasePoseProvider.TryGetPoseFromProvider(out Pose)
    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.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, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
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    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
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    Component.GetComponentsInChildren<T>(bool, List<T>)
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    Component.GetComponentInParent(Type)
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    Component.GetComponentsInParent(Type)
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    Component.GetComponents(Type)
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    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
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    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
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    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
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    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.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    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.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.XR.LegacyInputHelpers
    Assembly: UnityEngine.XR.LegacyInputHelpers.dll
    Syntax
    public class SwingArmModel : ArmModel

    Properties

    elbowRotationRatio

    Portion of controller rotation applied to the elbow joint.

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

    jointShiftExponent

    Exponent applied to the joint shift ratio to control the curve of the shift.

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

    maxJointShiftAngle

    Max angle of the controller before starting to lerp towards the shifted joint ratios.

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

    minJointShiftAngle

    Min angle of the controller before starting to lerp towards the shifted joint ratios.

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

    shiftedElbowRotationRatio

    Portion of controller rotation applied to the elbow joint when the controller is backwards.

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

    shiftedShoulderRotationRatio

    Portion of controller rotation applied to the shoulder joint when the controller is backwards.

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

    shiftedWristRotationRatio

    Portion of controller rotation applied to the wrist joint when the controller is backwards.

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

    shoulderRotationRatio

    Portion of controller rotation applied to the shoulder joint.

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

    wristRotationRatio

    Portion of controller rotation applied to the wrist joint.

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

    Methods

    CalculateFinalJointRotations(Quaternion, Quaternion, Quaternion)

    Determine the final joint rotations relative to the head.

    Declaration
    protected override void CalculateFinalJointRotations(Quaternion controllerOrientation, Quaternion xyRotation, Quaternion lerpRotation)
    Parameters
    Type Name Description
    Quaternion controllerOrientation
    Quaternion xyRotation
    Quaternion lerpRotation
    Overrides
    ArmModel.CalculateFinalJointRotations(Quaternion, Quaternion, Quaternion)
    In This Article
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