/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using UnityEngine; namespace Oculus.Interaction.GrabAPI { /// /// Use this component with a HandGrabAPI so it uses the Raw pinch detector /// instead of the standard Pinch and Palm finger APIS. Specially useful for /// ControllersAsHands since it uses the same value as the trigger presses. /// public class FingerRawPinchInjector : MonoBehaviour { [SerializeField] private HandGrabAPI _handGrabAPI; protected virtual void Awake() { _handGrabAPI.InjectOptionalFingerPinchAPI(new FingerRawPinchAPI()); _handGrabAPI.InjectOptionalFingerGrabAPI(new FingerRawPinchAPI()); } } }