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
Hand
Specifies whether this node tracks the left or right hand of the player.
public OpenXRHand.Hands Hand { get; set; }
Property Value
HandSkeleton
Set a Skeleton3D node for which the pose positions will be updated.
public NodePath HandSkeleton { get; set; }
Property Value
MotionRange
Set the motion range (if supported) limiting the hand motion.
public OpenXRHand.MotionRangeEnum MotionRange { get; set; }
Property Value
SkeletonRig
Set the type of skeleton rig the HandSkeleton is compliant with.
public OpenXRHand.SkeletonRigEnum SkeletonRig { get; set; }
Property Value
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_nameName of the method to check for.
Returns
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_nameName of the signal to check for.
Returns
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_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.