{"_id":"5b1f8576c2505d00031254a1","category":{"_id":"5b1f8576c2505d0003125425","version":"5b1f8576c2505d00031254db","project":"571fa55ca0acd42000af9545","__v":0,"sync":{"url":"","isSync":false},"reference":false,"createdAt":"2016-07-31T16:56:01.612Z","from_sync":false,"order":1,"slug":"prefabs","title":"Prefabs"},"project":"571fa55ca0acd42000af9545","user":"571fa519db52d01700f5cf3d","parentDoc":null,"version":{"_id":"5b1f8576c2505d00031254db","project":"571fa55ca0acd42000af9545","__v":4,"forked_from":"594949e52be16d0026ec04cd","createdAt":"2017-06-20T16:14:29.816Z","releaseDate":"2017-06-20T16:14:29.816Z","categories":["5b1f8576c2505d0003125424","5b1f8576c2505d0003125425","5b1f8576c2505d0003125426","5b1f8576c2505d0003125427","5b1f8576c2505d0003125428","5b1f8576c2505d0003125429","5b1f8576c2505d000312542a","5b1f8576c2505d000312542b","5b1f8576c2505d000312542c","5b1f8576c2505d000312542d","5b1f8576c2505d000312542e","5b1f8576c2505d000312542f","5b1f8576c2505d0003125430","5b1f8576c2505d0003125431","5b1f8576c2505d0003125432","5b1f8576c2505d0003125433","5b1f8576c2505d0003125434","5b1f8576c2505d0003125435","5b1f8576c2505d0003125436","5b1f8576c2505d0003125437","5b1f8576c2505d0003125438","5b1f8aab9c683000032979e7","5b1f8b2f3073470003ffa5da","5b1f8bd9fd653400031d94f4","5b1f900bd4c5f000036b57bd"],"is_deprecated":false,"is_hidden":false,"is_beta":false,"is_stable":true,"codename":"Mangalica","version_clean":"3.3.0","version":"3.3.0"},"githubsync":"","__v":0,"updates":[],"next":{"pages":[],"description":""},"createdAt":"2016-10-16T08:07:23.561Z","link_external":false,"link_url":"","sync_unique":"","hidden":false,"api":{"results":{"codes":[]},"settings":"","auth":"required","params":[],"url":""},"isReference":false,"order":5,"body":"## Overview\n\nProvides a simple trigger collider volume that when a controller enters will enable the rigidbody on the controller.\n\n**Prefab Usage:**\n * Place the `VRTK/Prefabs/ControllerRigidbodyActivator/ControllerRigidbodyActivator` prefab in the scene at the location where the controller rigidbody should be automatically activated.\n * The prefab contains a default sphere collider to determine ths collision, this collider component can be customised in the inspector or can be replaced with another collider component (set to `Is Trigger`).\n\n  > If the prefab is placed as a child of the target Interactable Object then the collider volume on the prefab will trigger collisions on the Interactable Object.\n\n## Inspector Parameters\n\n * **Is Enabled:** If this is checked then the Collider will have it's Rigidbody toggled on and off during a collision.\n * **Activate Interact Touch:** If this is checked then the Rigidbody Activator will activate the rigidbody and colliders on the Interact Touch script.\n * **Activate Tracked Collider:** If this is checked then the Rigidbody Activator will activate the rigidbody and colliders on the Controller Tracked Collider script.\n\n## Class Events\n\n * `ControllerRigidbodyOn` - Emitted when the controller rigidbody is turned on.\n * `ControllerRigidbodyOff` - Emitted when the controller rigidbody is turned off.\n\n## Unity Events\n\nAdding the `VRTK_ControllerRigidbodyActivator_UnityEvents` component to `VRTK_ControllerRigidbodyActivator` object allows access to `UnityEvents` that will react identically to the Class Events.\n\n * All C# delegate events are mapped to a Unity Event with the `On` prefix. e.g. `MyEvent` -> `OnMyEvent`.\n\n## Event Payload\n\n * ` interactingObject` - The object that touching the activator.","excerpt":"","slug":"controller-rigidbody-activator","type":"basic","title":"Controller Rigidbody Activator"}

Controller Rigidbody Activator


## Overview Provides a simple trigger collider volume that when a controller enters will enable the rigidbody on the controller. **Prefab Usage:** * Place the `VRTK/Prefabs/ControllerRigidbodyActivator/ControllerRigidbodyActivator` prefab in the scene at the location where the controller rigidbody should be automatically activated. * The prefab contains a default sphere collider to determine ths collision, this collider component can be customised in the inspector or can be replaced with another collider component (set to `Is Trigger`). > If the prefab is placed as a child of the target Interactable Object then the collider volume on the prefab will trigger collisions on the Interactable Object. ## Inspector Parameters * **Is Enabled:** If this is checked then the Collider will have it's Rigidbody toggled on and off during a collision. * **Activate Interact Touch:** If this is checked then the Rigidbody Activator will activate the rigidbody and colliders on the Interact Touch script. * **Activate Tracked Collider:** If this is checked then the Rigidbody Activator will activate the rigidbody and colliders on the Controller Tracked Collider script. ## Class Events * `ControllerRigidbodyOn` - Emitted when the controller rigidbody is turned on. * `ControllerRigidbodyOff` - Emitted when the controller rigidbody is turned off. ## Unity Events Adding the `VRTK_ControllerRigidbodyActivator_UnityEvents` component to `VRTK_ControllerRigidbodyActivator` object allows access to `UnityEvents` that will react identically to the Class Events. * All C# delegate events are mapped to a Unity Event with the `On` prefix. e.g. `MyEvent` -> `OnMyEvent`. ## Event Payload * ` interactingObject` - The object that touching the activator.