Table of Contents

Class OpenXRAction

Namespace
Godot
Assembly
GodotSharp.dll

This resource defines an OpenXR action. Actions can be used both for inputs (buttons/joystick/trigger/etc) and outputs (haptics).

OpenXR performs automatic conversion between action type and input type whenever possible. An analog trigger bound to a boolean action will thus return false if the trigger is depressed and true if pressed fully.

Actions are not directly bound to specific devices, instead OpenXR recognizes a limited number of top level paths that identify devices by usage. We can restrict which devices an action can be bound to by these top level paths. For instance an action that should only be used for hand held controllers can have the top level paths "/user/hand/left" and "/user/hand/right" associated with them. See the reserved path section in the OpenXR specification for more info on the top level paths.

Note that the name of the resource is used to register the action with.

public class OpenXRAction : Resource, IDisposable
Inheritance
OpenXRAction
Implements
Inherited Members

Constructors

OpenXRAction()

public OpenXRAction()

Properties

ActionType

The type of action.

public OpenXRAction.ActionTypeEnum ActionType { get; set; }

Property Value

OpenXRAction.ActionTypeEnum

LocalizedName

The localized description of this action.

public string LocalizedName { get; set; }

Property Value

string

ToplevelPaths

A collections of toplevel paths to which this action can be bound.

public string[] ToplevelPaths { get; set; }

Property Value

string[]

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool