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FingersScript Properties

The FingersScript type exposes the following members.

Properties
  NameDescription
Public propertyanimation Obsolete.

The Animation attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertyaudio Obsolete.

The AudioSource attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertycamera Obsolete.

The Camera attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertyCaptureGestureHandler
Optional handler to determine whether a game object will pass through or not. Null handler gets default gesture capture handling. Non-null handler that returns null gets default handling. Non-null handler that returns true captures the gesture. Non-null handler that returns false passes the gesture through.
Public propertycollider Obsolete.

The Collider attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertycollider2D Obsolete.

The Collider2D component attached to the object.

(Inherited from Component.)
Public propertyComponentTypesToDenyPassThrough
A set of component types that will stop the gesture from passing through. By default includes UI components like Button, Dropdown, etc. You can add additional component types if you like, but you should not remove items from this set or clear the set.
Public propertyComponentTypesToIgnorePassThrough
A set of component types that will be ignored for purposes of pass through checking. By default includes the Text UI component. You can add additional component types if you like, but you should not remove items from this set or clear the set.
Public propertyconstantForce Obsolete.

The ConstantForce attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertyCurrentTouches
Current touch objects begin tracked
Public propertyenabled

Enabled Behaviours are Updated, disabled Behaviours are not.

(Inherited from Behaviour.)
Public propertygameObject

The game object this component is attached to. A component is always attached to a game object.

(Inherited from Component.)
Public propertyGestures
All gestures added to the script
Public propertyguiElement Obsolete. (Inherited from Component.)
Public propertyguiText Obsolete.

The GUIText attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertyguiTexture Obsolete.

The GUITexture attached to this GameObject (Read Only). (null if there is none attached).

(Inherited from Component.)
Public propertyStatic memberHasInstance
Check whether Instance is not null without it actually creating a prefab if needed Call this when removing the gestures in OnDisable
Public propertyhideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

(Inherited from Object.)
Public propertyhingeJoint Obsolete.

The HingeJoint attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertyStatic memberInstance
Shared static instance of fingers script that lives forever - the prefab MUST exist in a resources folder! Note that you can still add the prefab to your scene if you prefer to do it that way, in which case the singleton will be re-created each time a scene loads.
Public propertyisActiveAndEnabled

Has the Behaviour had enabled called.

(Inherited from Behaviour.)
Public propertylight Obsolete.

The Light attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertyname

The name of the object.

(Inherited from Object.)
Public propertynetworkView Obsolete.

The NetworkView attached to this GameObject (Read Only). (null if there is none attached).

(Inherited from Component.)
Public propertyparticleEmitter Obsolete.

The ParticleEmitter attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertyparticleSystem Obsolete.

The ParticleSystem attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertyPreviousTouches
Previous touch locations
Public propertyrenderer Obsolete.

The Renderer attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertyrigidbody Obsolete.

The Rigidbody attached to this GameObject. (Null if there is none attached).

(Inherited from Component.)
Public propertyrigidbody2D Obsolete.

The Rigidbody2D that is attached to the Component's GameObject.

(Inherited from Component.)
Public propertyrunInEditMode

Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor).

(Inherited from MonoBehaviour.)
Public propertytag

The tag of this game object.

(Inherited from Component.)
Public propertyTouches
Gets a collection of the current touches
Public propertytransform

The Transform attached to this GameObject.

(Inherited from Component.)
Public propertyuseGUILayout

Disabling this lets you skip the GUI layout phase.

(Inherited from MonoBehaviour.)
Public propertyVirtualTouchCountHandler
Get a count of virtual touches, null for none. This callback is where you should update and populate the current set of gestures for your virtual touches.
Public propertyVirtualTouchObjectHandler
Get a virtual touch from a given index (0 to count - 1), null for none. Use GestureTouchFromVirtualTouch once a frame to create the GestureTouch object.
Public propertyVirtualTouchResetHandler
This is called anytime fingers script is reset. All virtual touches should be cleared.
Public propertyVirtualTouchUpdateHandler
This event executes after the all virtual touches have been processed by the fingers script. This is where you would remove any ended gestures from your virtual touch gesture lists or dictionaries.
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