Does StereoKit register the hand with the physics system? By default, this is true. Right now this is just a single block collider, but later will involve per-joint colliders! If Handed.Max, this will set the value for both hands. True? Physics! False? No physics.
(Handed hand, bool solid)
| 497 | /// both hands.</param> |
| 498 | /// <param name="solid">True? Physics! False? No physics.</param> |
| 499 | public static void HandSolid(Handed hand, bool solid) |
| 500 | => NativeAPI.input_hand_solid(hand, solid); |
| 501 | /// <summary>Set the Material used to render the hand! The default |
| 502 | /// material uses an offset of 10 to ensure it gets drawn overtop of |
| 503 | /// other elements.</summary> |
nothing calls this directly
no test coverage detected