#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