10using System.Collections;
33 for (
int f = 0; f <
fingers.Length; ++f) {
40 Rigidbody palmBody =
palm.GetComponent<Rigidbody>();
52 CapsuleCollider capsule =
forearm.GetComponent<CapsuleCollider>();
53 if (capsule !=
null) {
55 capsule.direction = 2;
56 forearm.localScale =
new Vector3(1f / transform.lossyScale.x, 1f / transform.lossyScale.y, 1f / transform.lossyScale.z);
63 Rigidbody forearmBody =
forearm.GetComponent<Rigidbody>();
abstract void UpdateFinger()
Quaternion GetArmRotation()
Quaternion GetPalmRotation()
override ModelType HandModelType
override void UpdateHand()
override bool SupportsEditorPersistence()
Returns whether or not this hand model supports editor persistence. This is false by default and must...