📄️ Configuration
Input in OctoXR is handled via several main scripts described in further sections. It is mostly abstracted to a certain degree in order to easily add support for additional platforms. It is mainly centered around hand tracking input, but controller support could be added with relative ease as well.
📄️ Hand Skeleton Configuration
- Class in OctoXR that exposes certain constant/read-only values pertaining to the configuration of a hand skeleton, such as list of all hand bone identities, the number of hand bones in a hand skeleton etc.
📄️ Hand Skeleton Pose Provider
- Script that serves the purpose of providing poses (positions and rotations) of the hand bones. Poses are most likely to come from a hand tracking source, but they can in theory come from any backing source - it is up to the behaviours that inherit from HandSkeletonPoseProvider to calculate or read hand poses however and from what ever source they choose to
📄️ Input Data Provider
- InputDataProvider is script that extends HandSkeletonPoseProvider with certain VR input specific functionalities and properties
📄️ Hand Input Data Provider
- Script that extends InputDataProvider with properties and functionalities that revolve more around hand tracking input sources
📄️ Unity XR Controller Input Data Provider
There are three concrete XRControllerCondition implementations:
📄️ Multi Source Input Data Provider
- Script in OctoXR that inherits from InputDataProvider and serves as a switcher between multiple InputDataProviders
📄️ Input Confidence Trigger
This script acts as a trigger for input confidence level getting above or below certain threshold
📄️ Hand Skeleton
- HandSkeleton derived script that defines, as its name would suggest, a basic hand skeleton
📄️ Hand Bone
- Initializes the HandBone's state as a consequence of HandBone being added to the HandSkeleton under the identity specified by the parameters of this method