class VRTrackedObject

in global :: Sandbox . VR

Updates this GameObject's transform based on a given tracked object (e.g. left controller, HMD).


public VRTrackedObject.PoseSources PoseSource { get; set; }

Which tracked object should we use to update the transform?

public VRTrackedObject.TrackingTypes TrackingType { get; set; }

Which parts of the transform should be updated? (eg. rotation, position)

public bool UseRelativeTransform { get; set; }

If this is checked, then the transform used will be relative to the VR anchor (rather than an absolute world position).

public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )

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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )

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public Guid Id { get; }

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public Transform LocalTransform { get; set; }

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public Vector3 LocalPosition { get; set; }

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public Rotation LocalRotation { get; set; }

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public Vector3 LocalScale { get; set; }

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public GameObject.NetworkAccessor Network { get; }

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public bool IsProxy { get; }

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public IEnumerable<T> GetComponents( bool includeDisabled = False )

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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )

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public void DeserializeImmediately( JsonObject node )

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public int ComponentVersion { get; }

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public Transform WorldTransform { get; set; }

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public Vector3 WorldPosition { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldScale { get; set; }

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public Type GetType( )

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public string ToString( )

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public bool Equals( object obj )

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public JsonNode Serialize( GameObject.SerializeOptions options = null )

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public void Deserialize( JsonObject node )

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public VRTrackedObject( )

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public T GetOrAddComponent( bool startEnabled = True )

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public Scene Scene { get; }

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public GameTransform Transform { get; }

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public GameObject GameObject { get; }

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public ComponentList Components { get; }

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public bool Enabled { get; set; }

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public bool Active { get; }

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public bool IsValid { get; }

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public Action OnComponentEnabled { get; set; }

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public Action OnComponentStart { get; set; }

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public Action OnComponentUpdate { get; set; }

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public T GetComponent( bool includeDisabled = False )

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public Action OnComponentFixedUpdate { get; set; }

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public Action OnComponentDestroy { get; set; }

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public void Destroy( )

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public void DestroyGameObject( )

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public void Reset( )

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public void EditLog( string name, object source )

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public ITagSet Tags { get; }

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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )

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public DebugOverlaySystem DebugOverlay { get; }

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public ComponentFlags Flags { get; set; }

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public T AddComponent( bool startEnabled = True )

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public Action OnComponentDisabled { get; set; }

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public int GetHashCode( )

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