reckfellENGINE

OpenXRHand

Entity supporting hand and finger tracking in OpenXR.

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class OpenXRHandReckfellSharpInherits Entity3D

Entity supporting hand and finger tracking in OpenXR.

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 OpenXRHand.BoneUpdate to apply rotation only.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

OpenXRHandConstructor
# OpenXRHand
C#
public OpenXRHand();

Properties5

BoneUpdateProperty
# BoneUpdate
C#
public OpenXRHand.BoneUpdateEnum BoneUpdate { get; set; }

Specify the type of updates to perform on the bone.

HandProperty
# Hand
C#
public OpenXRHand.Hands Hand { get; set; }

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

HandSkeletonProperty
# HandSkeleton
C#
public EntityPath HandSkeleton { get; set; }

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

MotionRangeProperty
# MotionRange
C#
public OpenXRHand.MotionRangeEnum MotionRange { get; set; }

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

SkeletonRigProperty
# SkeletonRig
C#
public OpenXRHand.SkeletonRigEnum SkeletonRig { get; set; }

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

Methods10

GetBoneUpdateOpenXRHand.BoneUpdateEnum
# GetBoneUpdate
C#
public OpenXRHand.BoneUpdateEnum GetBoneUpdate();
Returns OpenXRHand.BoneUpdateEnum
GetHandOpenXRHand.Hands
# GetHand
C#
public OpenXRHand.Hands GetHand();
Returns OpenXRHand.Hands
GetHandSkeletonEntityPath
# GetHandSkeleton
C#
public EntityPath GetHandSkeleton();
Returns EntityPath
GetMotionRangeOpenXRHand.MotionRangeEnum
# GetMotionRange
C#
public OpenXRHand.MotionRangeEnum GetMotionRange();
Returns OpenXRHand.MotionRangeEnum
GetSkeletonRigOpenXRHand.SkeletonRigEnum
# GetSkeletonRig
C#
public OpenXRHand.SkeletonRigEnum GetSkeletonRig();
Returns OpenXRHand.SkeletonRigEnum
SetBoneUpdatevoid
# SetBoneUpdate
C#
public void SetBoneUpdate(OpenXRHand.BoneUpdateEnum boneUpdate);
Parameters
NameTypeDefault
boneUpdateOpenXRHand.BoneUpdateEnum—
SetHandvoid
# SetHand
C#
public void SetHand(OpenXRHand.Hands hand);
Parameters
NameTypeDefault
handOpenXRHand.Hands—
SetHandSkeletonvoid
# SetHandSkeleton
C#
public void SetHandSkeleton(EntityPath handSkeleton);
Parameters
NameTypeDefault
handSkeletonEntityPath—
SetMotionRangevoid
# SetMotionRange
C#
public void SetMotionRange(OpenXRHand.MotionRangeEnum motionRange);
Parameters
NameTypeDefault
motionRangeOpenXRHand.MotionRangeEnum—
SetSkeletonRigvoid
# SetSkeletonRig
C#
public void SetSkeletonRig(OpenXRHand.SkeletonRigEnum skeletonRig);
Parameters
NameTypeDefault
skeletonRigOpenXRHand.SkeletonRigEnum—

OpenXRHand.BoneUpdateEnum

ValueDescription
Full = 0

The skeletons bones are fully updated (both position and rotation) to match the tracked bones.

Max = 2

Maximum supported bone update mode.

RotationOnly = 1

The skeletons bones are only rotated to align with the tracked bones, preserving bone length.

OpenXRHand.Hands

ValueDescription
Left = 0

Tracking the player's left hand.

Max = 2

Maximum supported hands.

Right = 1

Tracking the player's right hand.

OpenXRHand.MotionRangeEnum

ValueDescription
ConformToController = 1

When player grips, hand skeleton conforms to the controller the player is holding.

Max = 2

Maximum supported motion ranges.

Unobstructed = 0

When player grips, hand skeleton will form a full fist.

OpenXRHand.SkeletonRigEnum

ValueDescription
Humanoid = 1

A SkeletonProfileHumanoid compliant skeleton.

Max = 2

Maximum supported hands.

Openxr = 0

An OpenXR compliant skeleton.

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