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MRTK 2.6 以降のドキュメントについては、公式の Microsoft ドキュメント を参照してください。

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    Interface IHandPhysicsService

    Generic interface for applying rigidbodies to hand joints

    Inherited Members
    IMixedRealityService.Name
    IMixedRealityService.Priority
    IMixedRealityService.ConfigurationProfile
    IMixedRealityService.Initialize()
    IMixedRealityService.Reset()
    IMixedRealityService.Enable()
    IMixedRealityService.Update()
    IMixedRealityService.LateUpdate()
    IMixedRealityService.Disable()
    IMixedRealityService.Destroy()
    IDisposable.Dispose()
    Namespace: Microsoft.MixedReality.Toolkit.Extensions.HandPhysics
    Assembly: cs.temp.dll.dll
    Syntax
    public interface IHandPhysicsService : IMixedRealityExtensionService, IMixedRealityService, IDisposable

    Properties

    FingerTipKinematicBodyPrefab

    The prefab to represent each physics joints

    Declaration
    GameObject FingerTipKinematicBodyPrefab { get; set; }
    Property Value
    Type Description
    GameObject

    HandPhysicsLayer

    The LayerMask the physics joints will be on

    Declaration
    int HandPhysicsLayer { get; set; }
    Property Value
    Type Description
    Int32

    HandPhysicsServiceRoot

    The parent GameObject that contains all the physics joints

    Declaration
    GameObject HandPhysicsServiceRoot { get; }
    Property Value
    Type Description
    GameObject

    PalmKinematicBodyPrefab

    The prefab to represent the Palm physics joints

    Declaration
    GameObject PalmKinematicBodyPrefab { get; set; }
    Property Value
    Type Description
    GameObject

    UsePalmKinematicBody

    Whether to make the palm a physics joint

    Declaration
    bool UsePalmKinematicBody { get; set; }
    Property Value
    Type Description
    Boolean
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