FingersScript Properties |
The FingersScript type exposes the following members.
Name | Description | |
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animation | Obsolete. The Animation attached to this GameObject. (Null if there is none attached). | |
audio | Obsolete. The AudioSource attached to this GameObject. (Null if there is none attached). | |
camera | Obsolete. The Camera attached to this GameObject. (Null if there is none attached). | |
CaptureGestureHandler |
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.
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collider | Obsolete. The Collider attached to this GameObject. (Null if there is none attached). | |
collider2D | Obsolete. The Collider2D component attached to the object. | |
ComponentTypesToDenyPassThrough |
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.
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ComponentTypesToIgnorePassThrough |
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.
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constantForce | Obsolete. The ConstantForce attached to this GameObject. (Null if there is none attached). | |
CurrentTouches |
Current touch objects begin tracked
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enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | |
gameObject | The game object this component is attached to. A component is always attached to a game object. | |
Gestures |
All gestures added to the script
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guiElement | Obsolete. (Inherited from Component.) | |
guiText | Obsolete. The GUIText attached to this GameObject. (Null if there is none attached). | |
guiTexture | Obsolete. The GUITexture attached to this GameObject (Read Only). (null if there is none attached). | |
HasInstance |
Check whether Instance is not null without it actually creating a prefab if needed
Call this when removing the gestures in OnDisable
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hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | |
hingeJoint | Obsolete. The HingeJoint attached to this GameObject. (Null if there is none attached). | |
Instance |
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.
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isActiveAndEnabled | Has the Behaviour had enabled called. | |
light | Obsolete. The Light attached to this GameObject. (Null if there is none attached). | |
name | The name of the object. | |
networkView | Obsolete. The NetworkView attached to this GameObject (Read Only). (null if there is none attached). | |
particleEmitter | Obsolete. The ParticleEmitter attached to this GameObject. (Null if there is none attached). | |
particleSystem | Obsolete. The ParticleSystem attached to this GameObject. (Null if there is none attached). | |
PreviousTouches |
Previous touch locations
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renderer | Obsolete. The Renderer attached to this GameObject. (Null if there is none attached). | |
rigidbody | Obsolete. The Rigidbody attached to this GameObject. (Null if there is none attached). | |
rigidbody2D | Obsolete. The Rigidbody2D that is attached to the Component's GameObject. | |
runInEditMode | Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor). | |
tag | The tag of this game object. | |
Touches |
Gets a collection of the current touches
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transform | The Transform attached to this GameObject. | |
useGUILayout | Disabling this lets you skip the GUI layout phase. | |
VirtualTouchCountHandler |
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.
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VirtualTouchObjectHandler |
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.
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VirtualTouchResetHandler |
This is called anytime fingers script is reset. All virtual touches should be cleared.
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VirtualTouchUpdateHandler |
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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