Table of Contents

Class OpenXRHand

Namespace
Godot
Assembly
GodotSharp.dll

This node enables OpenXR's hand tracking functionality. The node should be a child node of an XROrigin3D node, tracking will update its position to the player's tracked hand Palm joint location (the center of the middle finger's metacarpal bone). This node also updates the skeleton of a properly skinned hand or avatar model.

If the skeleton is a hand (one of the hand bones is the root node of the skeleton), then the skeleton will be placed relative to the hand palm location and the hand mesh and skeleton should be children of the OpenXRHand node.

If the hand bones are part of a full skeleton, then the root of the hand will keep its location with the assumption that IK is used to position the hand and arm.

By default the skeleton hand bones are repositioned to match the size of the tracked hand. To preserve the modeled bone sizes change BoneUpdate to apply rotation only.

[Obsolete("Use 'XRHandModifier3D' instead.")]
public class OpenXRHand : Node3D, IDisposable
Inheritance
OpenXRHand
Implements
Inherited Members

Constructors

OpenXRHand()

public OpenXRHand()

Properties

BoneUpdate

Specify the type of updates to perform on the bone.

public OpenXRHand.BoneUpdateEnum BoneUpdate { get; set; }

Property Value

OpenXRHand.BoneUpdateEnum

Hand

Specifies whether this node tracks the left or right hand of the player.

public OpenXRHand.Hands Hand { get; set; }

Property Value

OpenXRHand.Hands

HandSkeleton

Set a Skeleton3D node for which the pose positions will be updated.

public NodePath HandSkeleton { get; set; }

Property Value

NodePath

MotionRange

Set the motion range (if supported) limiting the hand motion.

public OpenXRHand.MotionRangeEnum MotionRange { get; set; }

Property Value

OpenXRHand.MotionRangeEnum

SkeletonRig

Set the type of skeleton rig the HandSkeleton is compliant with.

public OpenXRHand.SkeletonRigEnum SkeletonRig { get; set; }

Property Value

OpenXRHand.SkeletonRigEnum

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