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Stefano Rossi 2025-07-12 18:59:18 +02:00
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{
"displayName": "Hands Interaction Demo",
"description": "Sample scene and other assets for hand-tracking integration with the XR Interaction Toolkit."
}

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using System;
using System.Collections.Generic;
using System.Linq;
using Unity.XR.CoreUtils.Editor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEditor.PackageManager.UI;
using UnityEngine;
namespace UnityEditor.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Unity Editor class which registers Project Validation rules for the Hands Interaction Demo sample,
/// checking that other required samples and packages are installed.
/// </summary>
static class HandsInteractionSampleProjectValidation
{
const string k_SampleDisplayName = "Hands Interaction Demo";
const string k_Category = "XR Interaction Toolkit";
const string k_StarterAssetsSampleName = "Starter Assets";
const string k_HandVisualizerSampleName = "HandVisualizer";
static readonly BuildTargetGroup[] s_BuildTargetGroups =
((BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup))).Distinct().ToArray();
static readonly List<BuildValidationRule> s_BuildValidationRules = new List<BuildValidationRule>
{
new BuildValidationRule
{
IsRuleEnabled = () => s_HandsPackageAddRequest == null || s_HandsPackageAddRequest.IsCompleted,
Message = $"[{k_SampleDisplayName}] XR Hands (com.unity.xr.hands) package must be installed to use this sample.",
Category = k_Category,
CheckPredicate = () => PackageVersionUtility.GetPackageVersion("com.unity.xr.hands") >= new PackageVersion("1.1.0"),
FixIt = () =>
{
s_HandsPackageAddRequest = Client.Add("com.unity.xr.hands");
if (s_HandsPackageAddRequest.Error != null)
{
Debug.LogError($"Package installation error: {s_HandsPackageAddRequest.Error}: {s_HandsPackageAddRequest.Error.message}");
}
},
FixItAutomatic = true,
Error = true,
},
new BuildValidationRule
{
IsRuleEnabled = () => PackageVersionUtility.GetPackageVersion("com.unity.xr.hands") >= new PackageVersion("1.1.0"),
Message = $"[{k_SampleDisplayName}] {k_HandVisualizerSampleName} sample from XR Hands (com.unity.xr.hands) package must be imported or updated to use this sample.",
Category = k_Category,
CheckPredicate = () => TryFindSample("com.unity.xr.hands", string.Empty, k_HandVisualizerSampleName, out var sample) && sample.isImported,
FixIt = () =>
{
if (TryFindSample("com.unity.xr.hands", string.Empty, k_HandVisualizerSampleName, out var sample))
{
sample.Import(Sample.ImportOptions.OverridePreviousImports);
}
},
FixItAutomatic = true,
Error = true,
},
new BuildValidationRule
{
Message = $"[{k_SampleDisplayName}] {k_StarterAssetsSampleName} sample from XR Interaction Toolkit (com.unity.xr.interaction.toolkit) package must be imported or updated to use this sample.",
Category = k_Category,
CheckPredicate = () => TryFindSample("com.unity.xr.interaction.toolkit", string.Empty, k_StarterAssetsSampleName, out var sample) && sample.isImported,
FixIt = () =>
{
if (TryFindSample("com.unity.xr.interaction.toolkit", string.Empty, k_StarterAssetsSampleName, out var sample))
{
sample.Import(Sample.ImportOptions.OverridePreviousImports);
}
},
FixItAutomatic = true,
Error = true,
},
};
static AddRequest s_HandsPackageAddRequest;
[InitializeOnLoadMethod]
static void RegisterProjectValidationRules()
{
foreach (var buildTargetGroup in s_BuildTargetGroups)
{
BuildValidator.AddRules(buildTargetGroup, s_BuildValidationRules);
}
}
static bool TryFindSample(string packageName, string packageVersion, string sampleDisplayName, out Sample sample)
{
sample = default;
var packageSamples = Sample.FindByPackage(packageName, packageVersion);
if (packageSamples == null)
{
Debug.LogError($"Couldn't find samples of the {ToString(packageName, packageVersion)} package; aborting project validation rule.");
return false;
}
foreach (var packageSample in packageSamples)
{
if (packageSample.displayName == sampleDisplayName)
{
sample = packageSample;
return true;
}
}
Debug.LogError($"Couldn't find {sampleDisplayName} sample in the {ToString(packageName, packageVersion)} package; aborting project validation rule.");
return false;
}
static string ToString(string packageName, string packageVersion)
{
return string.IsNullOrEmpty(packageVersion) ? packageName : $"{packageName}@{packageVersion}";
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
#if XR_HANDS
using UnityEngine.XR.Hands;
#endif
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Manages swapping between hands and controllers at runtime based on whether hands and controllers are tracked.
/// </summary>
/// <remarks>
/// If hands begin tracking, this component will switch to the hand group of interactors.
/// If the player wakes the motion controllers by grabbing them, this component will switch to the motion controller group of interactors.
/// Additionally, if a controller has never been tracked, this component will wait to activate that GameObject until it is tracked.
/// </remarks>
public class HandsAndControllersManager : MonoBehaviour
{
enum Mode
{
None,
MotionController,
TrackedHand,
}
[Header("Hand Tracking")]
[SerializeField]
[Tooltip("GameObject representing the left hand group of interactors. Will toggle on when using hand tracking and off when using motion controllers.")]
GameObject m_LeftHand;
[SerializeField]
[Tooltip("GameObject representing the right hand group of interactors. Will toggle on when using hand tracking and off when using motion controllers.")]
GameObject m_RightHand;
[Header("Motion Controllers")]
[SerializeField]
[Tooltip("GameObject representing the left motion controller group of interactors. Will toggle on when using motion controllers and off when using hand tracking.")]
GameObject m_LeftController;
[SerializeField]
[Tooltip("GameObject representing the left motion controller group of interactors. Will toggle on when using motion controllers and off when using hand tracking.")]
GameObject m_RightController;
#if XR_HANDS
XRHandSubsystem m_HandSubsystem;
/// <summary>
/// Temporary list used when getting the subsystems.
/// </summary>
static readonly List<XRHandSubsystem> s_HandSubsystems = new List<XRHandSubsystem>();
#endif
readonly TrackedDeviceMonitor m_TrackedDeviceMonitor = new TrackedDeviceMonitor();
/// <summary>
/// Used to store whether the motion controller has ever been <c>isTracked</c> at some point.
/// This is to avoid enabling the controller visuals and interactors if the controller has never been held
/// to avoid seeing it at origin, since both controller devices are added to Input System upon the first
/// being picked up by the player.
/// </summary>
readonly HashSet<int> m_DevicesEverTracked = new HashSet<int>();
Mode m_LeftMode;
Mode m_RightMode;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnEnable()
{
#if XR_HANDS
if (m_HandSubsystem == null)
{
SubsystemManager.GetSubsystems(s_HandSubsystems);
if (s_HandSubsystems.Count == 0)
{
Debug.LogWarning("Hand Tracking Subsystem not found, can't subscribe to hand tracking status. Enable that feature in the OpenXR project settings and ensure OpenXR is enabled as the plug-in provider.", this);
}
else
{
m_HandSubsystem = s_HandSubsystems[0];
}
}
if (m_HandSubsystem != null)
m_HandSubsystem.trackingAcquired += OnHandTrackingAcquired;
#else
Debug.LogWarning("Script requires XR Hands (com.unity.xr.hands) package to switch to hand tracking groups. Install using Window > Package Manager or click Fix on the related issue in Edit > Project Settings > XR Plug-in Management > Project Validation.", this);
#endif
InputSystem.InputSystem.onDeviceChange += OnDeviceChange;
m_TrackedDeviceMonitor.trackingAcquired += OnControllerTrackingFirstAcquired;
UpdateLeftMode();
UpdateRightMode();
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDisable()
{
#if XR_HANDS
if (m_HandSubsystem != null)
m_HandSubsystem.trackingAcquired -= OnHandTrackingAcquired;
#endif
InputSystem.InputSystem.onDeviceChange -= OnDeviceChange;
if (m_TrackedDeviceMonitor != null)
{
m_TrackedDeviceMonitor.trackingAcquired -= OnControllerTrackingFirstAcquired;
m_TrackedDeviceMonitor.ClearAllDevices();
}
}
void SetLeftMode(Mode mode)
{
SafeSetActive(m_LeftHand, mode == Mode.TrackedHand);
SafeSetActive(m_LeftController, mode == Mode.MotionController);
m_LeftMode = mode;
}
void SetRightMode(Mode mode)
{
SafeSetActive(m_RightHand, mode == Mode.TrackedHand);
SafeSetActive(m_RightController, mode == Mode.MotionController);
m_RightMode = mode;
}
static void SafeSetActive(GameObject gameObject, bool active)
{
if (gameObject != null && gameObject.activeSelf != active)
gameObject.SetActive(active);
}
void UpdateLeftMode()
{
#if XR_HANDS
if (m_HandSubsystem != null && m_HandSubsystem.leftHand.isTracked)
{
SetLeftMode(Mode.TrackedHand);
return;
}
#endif
var controllerDevice = InputSystem.InputSystem.GetDevice<InputSystem.XR.XRController>(InputSystem.CommonUsages.LeftHand);
UpdateMode(controllerDevice, SetLeftMode);
}
void UpdateRightMode()
{
#if XR_HANDS
if (m_HandSubsystem != null && m_HandSubsystem.rightHand.isTracked)
{
SetRightMode(Mode.TrackedHand);
return;
}
#endif
var controllerDevice = InputSystem.InputSystem.GetDevice<InputSystem.XR.XRController>(InputSystem.CommonUsages.RightHand);
UpdateMode(controllerDevice, SetRightMode);
}
void UpdateMode(InputSystem.XR.XRController controllerDevice, Action<Mode> setModeMethod)
{
if (controllerDevice == null)
{
setModeMethod(Mode.None);
return;
}
if (m_DevicesEverTracked.Contains(controllerDevice.deviceId))
{
setModeMethod(Mode.MotionController);
}
else if (controllerDevice.isTracked.isPressed)
{
m_DevicesEverTracked.Add(controllerDevice.deviceId);
setModeMethod(Mode.MotionController);
}
else
{
// Start monitoring for when the controller is tracked
setModeMethod(Mode.None);
m_TrackedDeviceMonitor.AddDevice(controllerDevice);
}
}
void OnDeviceChange(InputSystem.InputDevice device, InputDeviceChange change)
{
if (!(device is InputSystem.XR.XRController controllerDevice))
return;
if (change == InputDeviceChange.Added ||
change == InputDeviceChange.Reconnected ||
change == InputDeviceChange.Enabled ||
change == InputDeviceChange.UsageChanged)
{
if (!device.added)
return;
var usages = device.usages;
if (usages.Contains(InputSystem.CommonUsages.LeftHand))
{
UpdateMode(controllerDevice, SetLeftMode);
}
else if (usages.Contains(InputSystem.CommonUsages.RightHand))
{
UpdateMode(controllerDevice, SetRightMode);
}
}
else if (change == InputDeviceChange.Removed ||
change == InputDeviceChange.Disconnected ||
change == InputDeviceChange.Disabled)
{
m_TrackedDeviceMonitor.RemoveDevice(controllerDevice);
// Swap to hand tracking if tracked or turn off the controller
var usages = device.usages;
if (usages.Contains(InputSystem.CommonUsages.LeftHand))
{
#if XR_HANDS
var mode = m_HandSubsystem != null && m_HandSubsystem.leftHand.isTracked ? Mode.TrackedHand : Mode.None;
#else
const Mode mode = Mode.None;
#endif
SetLeftMode(mode);
}
else if (usages.Contains(InputSystem.CommonUsages.RightHand))
{
#if XR_HANDS
var mode = m_HandSubsystem != null && m_HandSubsystem.rightHand.isTracked ? Mode.TrackedHand : Mode.None;
#else
const Mode mode = Mode.None;
#endif
SetRightMode(mode);
}
}
}
void OnControllerTrackingFirstAcquired(TrackedDevice device)
{
if (!(device is InputSystem.XR.XRController))
return;
m_DevicesEverTracked.Add(device.deviceId);
var usages = device.usages;
if (usages.Contains(InputSystem.CommonUsages.LeftHand))
{
if (m_LeftMode == Mode.None)
SetLeftMode(Mode.MotionController);
}
else if (usages.Contains(InputSystem.CommonUsages.RightHand))
{
if (m_RightMode == Mode.None)
SetRightMode(Mode.MotionController);
}
}
#if XR_HANDS
void OnHandTrackingAcquired(XRHand hand)
{
switch (hand.handedness)
{
case Handedness.Left:
SetLeftMode(Mode.TrackedHand);
break;
case Handedness.Right:
SetRightMode(Mode.TrackedHand);
break;
}
}
#endif
/// <summary>
/// Helper class to monitor tracked devices from Input System and invoke an event
/// when the device is tracked. Used in the behavior to keep a GameObject deactivated
/// until the device becomes tracked, at which point the callback method can activate it.
/// </summary>
class TrackedDeviceMonitor
{
/// <summary>
/// Event that is invoked one time when the device is tracked.
/// </summary>
/// <seealso cref="AddDevice"/>
/// <seealso cref="TrackedDevice.isTracked"/>
public event Action<TrackedDevice> trackingAcquired;
readonly List<int> m_MonitoredDevices = new List<int>();
bool m_SubscribedOnAfterUpdate;
/// <summary>
/// Add a tracked device to monitor and invoke <see cref="trackingAcquired"/>
/// one time when the device is tracked. The device is automatically removed
/// from being monitored when tracking is acquired.
/// </summary>
/// <param name="device"></param>
/// <remarks>
/// Waits until the next Input System update to read if the device is tracked.
/// </remarks>
public void AddDevice(TrackedDevice device)
{
// Start subscribing if necessary
if (!m_MonitoredDevices.Contains(device.deviceId))
{
m_MonitoredDevices.Add(device.deviceId);
SubscribeOnAfterUpdate();
}
}
/// <summary>
/// Stop monitoring the device for its tracked status.
/// </summary>
/// <param name="device"></param>
public void RemoveDevice(TrackedDevice device)
{
// Stop subscribing if there are no devices left to monitor
if (m_MonitoredDevices.Remove(device.deviceId) && m_MonitoredDevices.Count == 0)
UnsubscribeOnAfterUpdate();
}
/// <summary>
/// Stop monitoring all devices for their tracked status.
/// </summary>
public void ClearAllDevices()
{
if (m_MonitoredDevices.Count > 0)
{
m_MonitoredDevices.Clear();
UnsubscribeOnAfterUpdate();
}
}
void SubscribeOnAfterUpdate()
{
if (!m_SubscribedOnAfterUpdate && m_MonitoredDevices.Count > 0)
{
InputSystem.InputSystem.onAfterUpdate += OnAfterInputUpdate;
m_SubscribedOnAfterUpdate = true;
}
}
void UnsubscribeOnAfterUpdate()
{
if (m_SubscribedOnAfterUpdate)
{
InputSystem.InputSystem.onAfterUpdate -= OnAfterInputUpdate;
m_SubscribedOnAfterUpdate = false;
}
}
void OnAfterInputUpdate()
{
for (var index = 0; index < m_MonitoredDevices.Count; ++index)
{
if (!(InputSystem.InputSystem.GetDeviceById(m_MonitoredDevices[index]) is TrackedDevice device))
continue;
if (!device.isTracked.isPressed)
continue;
// Stop monitoring and invoke event
m_MonitoredDevices.RemoveAt(index);
--index;
trackingAcquired?.Invoke(device);
}
// Once all monitored devices have been tracked, unsubscribe from the Input System callback
if (m_MonitoredDevices.Count == 0)
UnsubscribeOnAfterUpdate();
}
}
}
}

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using System;
using Unity.XR.CoreUtils.Bindings.Variables;
using UnityEngine.Events;
using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit.Inputs;
#if XR_HANDS
using UnityEngine.XR.Hands;
#endif
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Behavior that provides events for when the system gesture starts and ends and when the
/// menu palm pinch gesture occurs while hand tracking is in use.
/// </summary>
/// <remarks>
/// See <see href="https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/features/metahandtrackingaim.html">Meta Hand Tracking Aim</see>.
/// </remarks>
/// <seealso cref="MetaAimHand"/>
public class MetaSystemGestureDetector : MonoBehaviour
{
/// <summary>
/// The state of the system gesture.
/// </summary>
/// <seealso cref="systemGestureState"/>
public enum SystemGestureState
{
/// <summary>
/// The system gesture has fully ended.
/// </summary>
Ended,
/// <summary>
/// The system gesture has started or is ongoing. Typically, this means the user is looking at
/// their palm at eye level or has not yet released the palm pinch gesture or turned their hand around.
/// </summary>
Started,
}
[SerializeField]
InputActionProperty m_AimFlagsAction = new InputActionProperty(new InputAction(expectedControlType: "Integer"));
/// <summary>
/// The Input System action to read the Aim Flags.
/// </summary>
/// <remarks>
/// Typically a <b>Value</b> action type with an <b>Integer</b> control type with a binding to either:
/// <list type="bullet">
/// <item>
/// <description><c>&lt;MetaAimHand&gt;{LeftHand}/aimFlags</c></description>
/// </item>
/// <item>
/// <description><c>&lt;MetaAimHand&gt;{RightHand}/aimFlags</c></description>
/// </item>
/// </list>
/// </remarks>
public InputActionProperty aimFlagsAction
{
get => m_AimFlagsAction;
set
{
if (Application.isPlaying)
UnbindAimFlags();
m_AimFlagsAction = value;
if (Application.isPlaying && isActiveAndEnabled)
BindAimFlags();
}
}
[SerializeField]
UnityEvent m_SystemGestureStarted;
/// <summary>
/// Calls the methods in its invocation list when the system gesture starts, which typically occurs when
/// the user looks at their palm at eye level.
/// </summary>
/// <seealso cref="systemGestureEnded"/>
/// <seealso cref="MetaAimFlags.SystemGesture"/>
public UnityEvent systemGestureStarted
{
get => m_SystemGestureStarted;
set => m_SystemGestureStarted = value;
}
[SerializeField]
UnityEvent m_SystemGestureEnded;
/// <summary>
/// Calls the methods in its invocation list when the system gesture ends.
/// </summary>
/// <remarks>
/// This behavior postpones ending the system gesture until the user has turned their hand around.
/// In other words, it isn't purely based on the <see cref="MetaAimFlags.SystemGesture"/>
/// being cleared from the aim flags in order to better replicate the native visual feedback in the Meta Home menu.
/// </remarks>
/// <seealso cref="systemGestureStarted"/>
/// <seealso cref="MetaAimFlags.SystemGesture"/>
public UnityEvent systemGestureEnded
{
get => m_SystemGestureEnded;
set => m_SystemGestureEnded = value;
}
[SerializeField]
UnityEvent m_MenuPressed;
/// <summary>
/// Calls the methods in its invocation list when the menu button is triggered by a palm pinch gesture.
/// </summary>
/// <remarks>
/// This is triggered by the non-dominant hand, which is the one with the menu icon (&#x2630;).
/// The universal menu (Oculus icon) on the dominant hand does not trigger this event.
/// </remarks>
/// <seealso cref="MetaAimFlags.MenuPressed"/>
public UnityEvent menuPressed
{
get => m_MenuPressed;
set => m_MenuPressed = value;
}
/// <summary>
/// The state of the system gesture.
/// </summary>
/// <seealso cref="SystemGestureState"/>
/// <seealso cref="systemGestureStarted"/>
/// <seealso cref="systemGestureEnded"/>
public IReadOnlyBindableVariable<SystemGestureState> systemGestureState => m_SystemGestureState;
readonly BindableEnum<SystemGestureState> m_SystemGestureState = new BindableEnum<SystemGestureState>(checkEquality: false);
#if XR_HANDS
[NonSerialized] // NonSerialized is required to avoid an "Unsupported enum base type" error about the Flags enum being ulong
MetaAimFlags m_AimFlags;
#endif
bool m_AimFlagsBound;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnEnable()
{
BindAimFlags();
#if XR_HANDS
var action = m_AimFlagsAction.action;
if (action != null)
// Force invoking the events upon initialization to simplify making sure the callback's desired results are synced
UpdateAimFlags((MetaAimFlags)action.ReadValue<int>(), true);
#else
Debug.LogWarning("Script requires XR Hands (com.unity.xr.hands) package to monitor Meta Aim Flags. Install using Window > Package Manager or click Fix on the related issue in Edit > Project Settings > XR Plug-in Management > Project Validation.", this);
SetGestureState(SystemGestureState.Ended, true);
#endif
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDisable()
{
UnbindAimFlags();
}
void BindAimFlags()
{
if (m_AimFlagsBound)
return;
var action = m_AimFlagsAction.action;
if (action == null)
return;
action.performed += OnAimFlagsActionPerformedOrCanceled;
action.canceled += OnAimFlagsActionPerformedOrCanceled;
m_AimFlagsBound = true;
m_AimFlagsAction.EnableDirectAction();
}
void UnbindAimFlags()
{
if (!m_AimFlagsBound)
return;
var action = m_AimFlagsAction.action;
if (action == null)
return;
m_AimFlagsAction.DisableDirectAction();
action.performed -= OnAimFlagsActionPerformedOrCanceled;
action.canceled -= OnAimFlagsActionPerformedOrCanceled;
m_AimFlagsBound = false;
}
void SetGestureState(SystemGestureState state, bool forceInvoke)
{
if (!forceInvoke && m_SystemGestureState.Value == state)
return;
m_SystemGestureState.Value = state;
switch (state)
{
case SystemGestureState.Ended:
m_SystemGestureEnded?.Invoke();
break;
case SystemGestureState.Started:
m_SystemGestureStarted?.Invoke();
break;
}
}
#if XR_HANDS
void UpdateAimFlags(MetaAimFlags value, bool forceInvoke = false)
{
var hadMenuPressed = (m_AimFlags & MetaAimFlags.MenuPressed) != 0;
m_AimFlags = value;
var hasSystemGesture = (m_AimFlags & MetaAimFlags.SystemGesture) != 0;
var hasMenuPressed = (m_AimFlags & MetaAimFlags.MenuPressed) != 0;
var hasValid = (m_AimFlags & MetaAimFlags.Valid) != 0;
var hasIndexPinching = (m_AimFlags & MetaAimFlags.IndexPinching) != 0;
if (!hadMenuPressed && hasMenuPressed)
{
m_MenuPressed?.Invoke();
}
if (hasSystemGesture || hasMenuPressed)
{
SetGestureState(SystemGestureState.Started, forceInvoke);
return;
}
if (hasValid)
{
SetGestureState(SystemGestureState.Ended, forceInvoke);
return;
}
// We want to keep the system gesture going when the user is still index pinching
// even though the SystemGesture flag is no longer set.
if (hasIndexPinching && m_SystemGestureState.Value != SystemGestureState.Ended)
{
SetGestureState(SystemGestureState.Started, forceInvoke);
return;
}
SetGestureState(SystemGestureState.Ended, forceInvoke);
}
#endif
void OnAimFlagsActionPerformedOrCanceled(InputAction.CallbackContext context)
{
#if XR_HANDS
UpdateAimFlags((MetaAimFlags)context.ReadValue<int>());
#endif
}
}
}

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using System.Collections.Generic;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Provides the ability to reset specified objects if they fall below a certain position - designated by this transform's height.
/// </summary>
public class ObjectResetPlane : MonoBehaviour
{
[SerializeField]
[Tooltip("Which objects to reset if falling out of range.")]
List<Transform> m_ObjectsToReset = new List<Transform>();
[SerializeField]
[Tooltip("How often to check if objects should be reset.")]
float m_CheckDuration = 2f;
readonly List<Pose> m_OriginalPositions = new List<Pose>();
float m_CheckTimer;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void Start()
{
foreach (var currentTransform in m_ObjectsToReset)
{
if (currentTransform != null)
{
m_OriginalPositions.Add(new Pose(currentTransform.position, currentTransform.rotation));
}
else
{
Debug.LogWarning("Objects To Reset contained a null element. Update the reference or delete the array element of the missing object.", this);
m_OriginalPositions.Add(new Pose());
}
}
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void Update()
{
m_CheckTimer -= Time.deltaTime;
if (m_CheckTimer > 0)
return;
m_CheckTimer = m_CheckDuration;
var resetPlane = transform.position.y;
for (var transformIndex = 0; transformIndex < m_ObjectsToReset.Count; transformIndex++)
{
var currentTransform = m_ObjectsToReset[transformIndex];
if (currentTransform == null)
continue;
if (currentTransform.position.y < resetPlane)
{
currentTransform.SetPositionAndRotation(m_OriginalPositions[transformIndex].position, m_OriginalPositions[transformIndex].rotation);
var rigidBody = currentTransform.GetComponentInChildren<Rigidbody>();
if (rigidBody != null)
{
rigidBody.velocity = Vector3.zero;
rigidBody.angularVelocity = Vector3.zero;
}
}
}
}
}
}

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using System.Collections.Generic;
using UnityEngine.Events;
#if XR_HANDS
using UnityEngine.XR.Hands;
#endif
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Behavior that provides events for when an <see cref="XRHand"/> starts and ends a poke gesture. The gesture is
/// detected if the index finger is extended and the middle, ring, and little fingers are curled in.
/// </summary>
public class PokeGestureDetector : MonoBehaviour
{
[SerializeField]
[Tooltip("Which hand to check for the poke gesture.")]
#if XR_HANDS
Handedness m_Handedness;
#else
int m_Handedness;
#endif
[SerializeField]
[Tooltip("Called when the hand has started a poke gesture.")]
UnityEvent m_PokeGestureStarted;
[SerializeField]
[Tooltip("Called when the hand has ended a poke gesture.")]
UnityEvent m_PokeGestureEnded;
#if XR_HANDS
XRHandSubsystem m_Subsystem;
bool m_IsPoking;
static readonly List<XRHandSubsystem> s_Subsystems = new List<XRHandSubsystem>();
#endif
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnEnable()
{
#if XR_HANDS
SubsystemManager.GetSubsystems(s_Subsystems);
if (s_Subsystems.Count == 0)
return;
m_Subsystem = s_Subsystems[0];
m_Subsystem.updatedHands += OnUpdatedHands;
#else
Debug.LogError("Script requires XR Hands (com.unity.xr.hands) package. Install using Window > Package Manager or click Fix on the related issue in Edit > Project Settings > XR Plug-in Management > Project Validation.", this);
#endif
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDisable()
{
#if XR_HANDS
if (m_Subsystem == null)
return;
m_Subsystem.updatedHands -= OnUpdatedHands;
m_Subsystem = null;
#endif
}
#if XR_HANDS
void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags updateSuccessFlags, XRHandSubsystem.UpdateType updateType)
{
var wasPoking = m_IsPoking;
switch (m_Handedness)
{
case Handedness.Left:
if (!HasUpdateSuccessFlag(updateSuccessFlags, XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints))
return;
var leftHand = subsystem.leftHand;
m_IsPoking = IsIndexExtended(leftHand) && IsMiddleGrabbing(leftHand) && IsRingGrabbing(leftHand) &&
IsLittleGrabbing(leftHand);
break;
case Handedness.Right:
if (!HasUpdateSuccessFlag(updateSuccessFlags, XRHandSubsystem.UpdateSuccessFlags.RightHandJoints))
return;
var rightHand = subsystem.rightHand;
m_IsPoking = IsIndexExtended(rightHand) && IsMiddleGrabbing(rightHand) && IsRingGrabbing(rightHand) &&
IsLittleGrabbing(rightHand);
break;
}
if (m_IsPoking && !wasPoking)
StartPokeGesture();
else if (!m_IsPoking && wasPoking)
EndPokeGesture();
}
/// <summary>
/// Determines whether one or more bit fields are set in the flags.
/// Non-boxing version of <c>HasFlag</c> for <see cref="XRHandSubsystem.UpdateSuccessFlags"/>.
/// </summary>
/// <param name="successFlags">The flags enum instance.</param>
/// <param name="successFlag">The flag to check if set.</param>
/// <returns>Returns <see langword="true"/> if the bit field or bit fields are set, otherwise returns <see langword="false"/>.</returns>
static bool HasUpdateSuccessFlag(XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateSuccessFlags successFlag)
{
return (successFlags & successFlag) == successFlag;
}
/// <summary>
/// Returns true if the given hand's index finger tip is farther from the wrist than the index intermediate joint.
/// </summary>
/// <param name="hand">Hand to check for the required pose.</param>
/// <returns>True if the given hand's index finger tip is farther from the wrist than the index intermediate joint, false otherwise.</returns>
static bool IsIndexExtended(XRHand hand)
{
if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) &&
hand.GetJoint(XRHandJointID.IndexTip).TryGetPose(out var tipPose) &&
hand.GetJoint(XRHandJointID.IndexIntermediate).TryGetPose(out var intermediatePose)))
{
return false;
}
var wristToTip = tipPose.position - wristPose.position;
var wristToIntermediate = intermediatePose.position - wristPose.position;
return wristToTip.sqrMagnitude > wristToIntermediate.sqrMagnitude;
}
/// <summary>
/// Returns true if the given hand's middle finger tip is closer to the wrist than the middle proximal joint.
/// </summary>
/// <param name="hand">Hand to check for the required pose.</param>
/// <returns>True if the given hand's middle finger tip is closer to the wrist than the middle proximal joint, false otherwise.</returns>
static bool IsMiddleGrabbing(XRHand hand)
{
if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) &&
hand.GetJoint(XRHandJointID.MiddleTip).TryGetPose(out var tipPose) &&
hand.GetJoint(XRHandJointID.MiddleProximal).TryGetPose(out var proximalPose)))
{
return false;
}
var wristToTip = tipPose.position - wristPose.position;
var wristToProximal = proximalPose.position - wristPose.position;
return wristToProximal.sqrMagnitude >= wristToTip.sqrMagnitude;
}
/// <summary>
/// Returns true if the given hand's ring finger tip is closer to the wrist than the ring proximal joint.
/// </summary>
/// <param name="hand">Hand to check for the required pose.</param>
/// <returns>True if the given hand's ring finger tip is closer to the wrist than the ring proximal joint, false otherwise.</returns>
static bool IsRingGrabbing(XRHand hand)
{
if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) &&
hand.GetJoint(XRHandJointID.RingTip).TryGetPose(out var tipPose) &&
hand.GetJoint(XRHandJointID.RingProximal).TryGetPose(out var proximalPose)))
{
return false;
}
var wristToTip = tipPose.position - wristPose.position;
var wristToProximal = proximalPose.position - wristPose.position;
return wristToProximal.sqrMagnitude >= wristToTip.sqrMagnitude;
}
/// <summary>
/// Returns true if the given hand's little finger tip is closer to the wrist than the little proximal joint.
/// </summary>
/// <param name="hand">Hand to check for the required pose.</param>
/// <returns>True if the given hand's little finger tip is closer to the wrist than the little proximal joint, false otherwise.</returns>
static bool IsLittleGrabbing(XRHand hand)
{
if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) &&
hand.GetJoint(XRHandJointID.LittleTip).TryGetPose(out var tipPose) &&
hand.GetJoint(XRHandJointID.LittleProximal).TryGetPose(out var proximalPose)))
{
return false;
}
var wristToTip = tipPose.position - wristPose.position;
var wristToProximal = proximalPose.position - wristPose.position;
return wristToProximal.sqrMagnitude >= wristToTip.sqrMagnitude;
}
void StartPokeGesture()
{
m_IsPoking = true;
m_PokeGestureStarted.Invoke();
}
void EndPokeGesture()
{
m_IsPoking = false;
m_PokeGestureEnded.Invoke();
}
#endif
}
}

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