#if ENABLE_VR || UNITY_GAMECORE || PACKAGE_DOCS_GENERATION using System; using UnityEngine.InputSystem; namespace UnityEngine.XR.Hands { public partial class MetaAimHand { /// /// Queues update events in the Input System based on the supplied hand. /// It is not recommended that you call this directly. This will be called /// for you when appropriate. /// /// /// The aim flags to update in the Input System. /// /// /// The aim pose to update in the Input System. /// /// /// The pinch strength for the index finger to update in the Input System. /// /// /// The pinch strength for the middle finger to update in the Input System. /// /// /// The pinch strength for the ring finger to update in the Input System. /// /// /// The pinch strength for the little finger to update in the Input System. /// [Obsolete("Use the UpdateHand that has an additional first bool parameter for whether the hand is tracked, or the device pose won't update correctly.")] public void UpdateHand( MetaAimFlags aimFlags, Pose aimPose, float pinchIndex, float pinchMiddle, float pinchRing, float pinchLittle) { UpdateHand( (aimFlags & MetaAimFlags.Valid) != MetaAimFlags.None, aimFlags, aimPose, pinchIndex, pinchMiddle, pinchRing, pinchLittle); } } } #endif // ENABLE_VR || UNITY_GAMECORE || PACKAGE_DOCS_GENERATION