PhysicsHandSkeleton
Special type of HandSkeleton that deals with HandBones with physics enabled, i.e. HandBones that move to target poses using physics
PhysicsHandSkeleton supports PhysicsHandBones
Public properties
HandBoneKeyedSparseReadOnlyCollection<PhysicsHandBone> PhysicsBones { get; }
Collection of PhysicsHandBones added to the PhysicsHandSkeleton. This list is pretty much the same as the Bones list inherited by base HandSkeleton, only its items are strongly typed as PhysicsHandBones instead of HandBones
Protected methods
override HandBone CreateBone(GameObject boneObject)
PhysicsHandSkeleton's override of the base HandSkeleton's method that adds a HandBone to the specified GameObject
If the specified object does not have a PhysicsHandBone already attached, PhysicsHandSkeleton attaches RigidBodyHandBone to it
override void BoneAdded(HandBone bone, int index)
Adds the specified HandBone to the PhysicsBones list as the PhysicsHandBone
override void BoneRemoved(HandBone bone, int removedAtIndex)
Removes the specified hand bone from the PhysicsBones list
virtual void OnEndFixedUpdate()
This method is called at the end of Unity's fixed time step phase after the internal physics simulation step has been performed
To be precise it gets called every frame from the coroutine that uses WaitForFixedUpdate and according to the Unity's callback execution order this is executed at the end of the fixed update after the physics simulation step
PhysicsHandSkeleton uses this method to send out the OnPoseUpdated event defined in the base HandSkeleton, since the physics engine has updated the PhysicsHandSkeleton's Transform and the skeleton's PhysicsHandBones' Transforms at this point
void StartEndFixedUpdateCoroutine()
Starts the coroutine that repeatedly calls OnEndFixedUpdate method. This method is called by the PhysicsHandSkeleton when it is enabled
void StopEndFixedUpdateCoroutine()
Stops the coroutine that repeatedly calls OnEndFixedUpdate method. This method is called by the PhysicsHandSkeleton whenever it gets disabled/deactivated
override void Reset()
Unity built-in callback. Checks and ensures the physics skeleton's state is valid
override void OnValidate()
Unity built-in callback. Checks and ensures the physics skeleton's state is valid
override void Awake()
Unity built-in callback. Checks and ensures the physics skeleton's state is valid
virtual void OnEnable()
Unity built-in callback. Starts the coroutine that repeatedly calls OnEndFixedUpdate method
virtual void OnDisable()
Unity built-in callback. Stops the coroutine that repeatedly calls OnEndFixedUpdate method
virtual void FixedUpdate()
Updates the pose of the PhysicsHandSkeleton
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