10using System.Collections;
17 protected override void Awake() {
19 #if UNITY_2018_3_OR_NEWER
20 Rigidbody[] bodies = GetComponentsInChildren<Rigidbody>();
21 foreach (Rigidbody body
in bodies) {
22 if (body.isKinematic && body.collisionDetectionMode == CollisionDetectionMode.Continuous) {
23 body.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
30 Hand.SetActive(
false);
38 Hand.SetActive(
false);
The Hand class reports the physical characteristics of a detected hand.
override void HandFinish()
override void HandReset()
A component to be attached to a HandModelBase to handle starting and ending of tracking....