Definition at line 5 of file PhysicsHand.cs.
◆ ExecuteFixedUpdate()
void PhysicsHand.ExecuteFixedUpdate |
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protected |
◆ GetTargetVelocities()
bool PhysicsHand.GetTargetVelocities |
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out Vector3 |
velocityTarget, |
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out Vector3 |
angularTarget |
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) |
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protected |
◆ MoveTo()
void PhysicsHand.MoveTo |
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Vector3 |
position, |
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Quaternion |
rotation |
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) |
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◆ SetHoldItemBounds()
void PhysicsHand.SetHoldItemBounds |
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Bounds |
b | ) |
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◆ SetHoldItemRadius()
void PhysicsHand.SetHoldItemRadius |
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float |
r | ) |
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◆ SetHoldItemRenderer()
void PhysicsHand.SetHoldItemRenderer |
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Renderer |
r | ) |
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◆ AngularVelocityMagic
const float PhysicsHand.AngularVelocityMagic = 50f |
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staticprotected |
◆ collisionMask
LayerMask PhysicsHand.collisionMask |
◆ HandRadius
const float PhysicsHand.HandRadius = 0.05f |
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staticprotected |
◆ MasterSwitch
bool PhysicsHand.MasterSwitch = true |
◆ MaxAngularVelocityChange
const float PhysicsHand.MaxAngularVelocityChange = 20f |
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staticprotected |
◆ MaxVelocityChange
const float PhysicsHand.MaxVelocityChange = 10f |
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staticprotected |
◆ VelocityMagic
float PhysicsHand.VelocityMagic = 6000f |
The documentation for this class was generated from the following file: