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hub / github.com/StereoKit/StereoKit / HandSolid

Method HandSolid

StereoKit/Systems/Input.cs:499–500  ·  view source on GitHub ↗

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)

Source from the content-addressed store, hash-verified

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>

Callers

nothing calls this directly

Calls 1

input_hand_solidMethod · 0.80

Tested by

no test coverage detected