{"project":"571fa55ca0acd42000af9545","version":{"__v":4,"_id":"58796781cd4a9c37007c96ef","project":"571fa55ca0acd42000af9545","createdAt":"2017-01-13T23:49:21.393Z","releaseDate":"2017-01-13T23:49:21.393Z","categories":["58796781cd4a9c37007c96f0","58796781cd4a9c37007c96f1","58796781cd4a9c37007c96f2","58796781cd4a9c37007c96f3","58796781cd4a9c37007c96f4","58796781cd4a9c37007c96f5","58796781cd4a9c37007c96f6","58796781cd4a9c37007c96f7","58796781cd4a9c37007c96f8","58796781cd4a9c37007c96f9","58796781cd4a9c37007c96fa","58796781cd4a9c37007c96fb","58796781cd4a9c37007c96fc","58796781cd4a9c37007c96fd","58796781cd4a9c37007c96fe","58796781cd4a9c37007c96ff","58796781cd4a9c37007c9700","58b157ca1756cf370022f90d","58b1596f5dae732f00adeca2","58b1605a5dae732f00adecb1"],"is_deprecated":false,"is_hidden":false,"is_beta":false,"is_stable":true,"codename":"Mukota","version_clean":"3.1.0","version":"3.1.0"},"category":{"project":"571fa55ca0acd42000af9545","version":"58796781cd4a9c37007c96ef","_id":"58b1605a5dae732f00adecb1","__v":0,"sync":{"url":"","isSync":false},"reference":false,"createdAt":"2017-02-25T10:45:46.612Z","from_sync":false,"order":9999,"slug":"daydream-sdk","title":"Daydream SDK"},"_id":"58b160a0cd7f282500fb0c4c","user":"571fa519db52d01700f5cf3d","__v":0,"updates":[],"next":{"pages":[],"description":""},"createdAt":"2017-02-25T10:46:56.750Z","link_external":false,"link_url":"","githubsync":"","sync_unique":"","hidden":false,"api":{"results":{"codes":[]},"settings":"","auth":"required","params":[],"url":""},"isReference":false,"order":999,"body":"> extends [SDK_FallbackController](doc:sdk_fallbackcontroller)\n\n## Overview\n\nThe Daydream Controller SDK script provides a bridge to SDK methods that deal with the input devices.\n\n## Class Methods\n\n### ProcessUpdate/2\n\n  > `public override void ProcessUpdate(uint index, Dictionary<string, object> options)`\n\n  * Parameters\n   * `uint index` - The index of the controller.\n   * `Dictionary<string, object> options` - A dictionary of generic options that can be used to within the update.\n  * Returns\n   * _none_\n\nThe ProcessUpdate method enables an SDK to run logic for every Unity Update\n\n### GetControllerDefaultColliderPath/1\n\n  > `public override string GetControllerDefaultColliderPath(ControllerHand hand)`\n\n  * Parameters\n   * `ControllerHand hand` - The controller hand to check for\n  * Returns\n   * `string` - A path to the resource that contains the collider GameObject.\n\nThe GetControllerDefaultColliderPath returns the path to the prefab that contains the collider objects for the default controller of this SDK.\n\n### GetControllerElementPath/3\n\n  > `public override string GetControllerElementPath(ControllerElements element, ControllerHand hand, bool fullPath = false)`\n\n  * Parameters\n   * `ControllerElements element` - The controller element to look up.\n   * `ControllerHand hand` - The controller hand to look up.\n   * `bool fullPath` - Whether to get the initial path or the full path to the element.\n  * Returns\n   * `string` - A string containing the path to the game object that the controller element resides in.\n\nThe GetControllerElementPath returns the path to the game object that the given controller element for the given hand resides in.\n\n### GetControllerIndex/1\n\n  > `public override uint GetControllerIndex(GameObject controller)`\n\n  * Parameters\n   * `GameObject controller` - The GameObject containing the controller.\n  * Returns\n   * `uint` - The index of the given controller.\n\nThe GetControllerIndex method returns the index of the given controller.\n\n### GetControllerByIndex/2\n\n  > `public override GameObject GetControllerByIndex(uint index, bool actual = false)`\n\n  * Parameters\n   * `uint index` - The index of the controller to find.\n   * `bool actual` - If true it will return the actual controller, if false it will return the script alias controller GameObject.\n  * Returns\n   * `GameObject` - The GameObject of the controller\n\nThe GetControllerByIndex method returns the GameObject of a controller with a specific index.\n\n### GetControllerOrigin/1\n\n  > `public override Transform GetControllerOrigin(GameObject controller)`\n\n  * Parameters\n   * `GameObject controller` - The controller to retrieve the origin from.\n  * Returns\n   * `Transform` - A Transform containing the origin of the controller.\n\nThe GetControllerOrigin method returns the origin of the given controller.\n\n### GetControllerRightHand/1\n\n  > `public override GameObject GetControllerRightHand(bool actual = false)`\n\n  * Parameters\n   * `bool actual` - If true it will return the actual controller, if false it will return the script alias controller GameObject.\n  * Returns\n   * `GameObject` - The GameObject containing the right hand controller.\n\nThe GetControllerRightHand method returns the GameObject containing the representation of the right hand controller.\n\n### IsControllerRightHand/1\n\n  > `public override bool IsControllerRightHand(GameObject controller)`\n\n  * Parameters\n   * `GameObject controller` - The GameObject to check.\n  * Returns\n   * `bool` - Returns true if the given controller is the right hand controller.\n\nThe IsControllerRightHand/1 method is used to check if the given controller is the the right hand controller.\n\n### IsControllerRightHand/2\n\n  > `public override bool IsControllerRightHand(GameObject controller, bool actual)`\n\n  * Parameters\n   * `GameObject controller` - The GameObject to check.\n   * `bool actual` - If true it will check the actual controller, if false it will check the script alias controller.\n  * Returns\n   * `bool` - Returns true if the given controller is the right hand controller.\n\nThe IsControllerRightHand/2 method is used to check if the given controller is the the right hand controller.\n\n### GetControllerModel/1\n\n  > `public override GameObject GetControllerModel(GameObject controller)`\n\n  * Parameters\n   * `GameObject controller` - The GameObject to get the model alias for.\n  * Returns\n   * `GameObject` - The GameObject that has the model alias within it.\n\nThe GetControllerModel method returns the model alias for the given GameObject.\n\n### GetControllerModel/1\n\n  > `public override GameObject GetControllerModel(ControllerHand hand)`\n\n  * Parameters\n   * `ControllerHand hand` - The hand enum of which controller model to retrieve.\n  * Returns\n   * `GameObject` - The GameObject that has the model alias within it.\n\nThe GetControllerModel method returns the model alias for the given controller hand.\n\n### GetControllerRenderModel/1\n\n  > `public override GameObject GetControllerRenderModel(GameObject controller)`\n\n  * Parameters\n   * `GameObject controller` - The GameObject to check.\n  * Returns\n   * `GameObject` - A GameObject containing the object that has a render model for the controller.\n\nThe GetControllerRenderModel method gets the game object that contains the given controller's render model.\n\n### GetVelocityOnIndex/1\n\n  > `public override Vector3 GetVelocityOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `Vector3` - A Vector3 containing the current velocity of the tracked object.\n\nThe GetVelocityOnIndex method is used to determine the current velocity of the tracked object on the given index.\n\n### GetAngularVelocityOnIndex/1\n\n  > `public override Vector3 GetAngularVelocityOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `Vector3` - A Vector3 containing the current angular velocity of the tracked object.\n\nThe GetAngularVelocityOnIndex method is used to determine the current angular velocity of the tracked object on the given index.\n\n### GetTouchpadAxisOnIndex/1\n\n  > `public override Vector2 GetTouchpadAxisOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `Vector2` - A Vector2 containing the current x,y position of where the touchpad is being touched.\n\nThe GetTouchpadAxisOnIndex method is used to get the current touch position on the controller touchpad.\n\n### IsTouchpadPressedOnIndex/1\n\n  > `public override bool IsTouchpadPressedOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `bool` - Returns true if the button is continually being pressed.\n\nThe IsTouchpadPressedOnIndex method is used to determine if the controller button is being pressed down continually.\n\n### IsTouchpadPressedDownOnIndex/1\n\n  > `public override bool IsTouchpadPressedDownOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `bool` - Returns true if the button has just been pressed down.\n\nThe IsTouchpadPressedDownOnIndex method is used to determine if the controller button has just been pressed down.\n\n### IsTouchpadPressedUpOnIndex/1\n\n  > `public override bool IsTouchpadPressedUpOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `bool` - Returns true if the button has just been released.\n\nThe IsTouchpadPressedUpOnIndex method is used to determine if the controller button has just been released.\n\n### IsTouchpadTouchedOnIndex/1\n\n  > `public override bool IsTouchpadTouchedOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `bool` - Returns true if the button is continually being touched.\n\nThe IsTouchpadTouchedOnIndex method is used to determine if the controller button is being touched down continually.\n\n### IsTouchpadTouchedDownOnIndex/1\n\n  > `public override bool IsTouchpadTouchedDownOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `bool` - Returns true if the button has just been touched down.\n\nThe IsTouchpadTouchedDownOnIndex method is used to determine if the controller button has just been touched down.\n\n### IsTouchpadTouchedUpOnIndex/1\n\n  > `public override bool IsTouchpadTouchedUpOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `bool` - Returns true if the button has just been released.\n\nThe IsTouchpadTouchedUpOnIndex method is used to determine if the controller button has just been released.\n\n### IsButtonOnePressedOnIndex/1\n\n  > `public override bool IsButtonOnePressedOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `bool` - Returns true if the button is continually being pressed.\n\nThe IsButtonOnePressedOnIndex method is used to determine if the controller button is being pressed down continually.\n\n### IsButtonOnePressedDownOnIndex/1\n\n  > `public override bool IsButtonOnePressedDownOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `bool` - Returns true if the button has just been pressed down.\n\nThe IsButtonOnePressedDownOnIndex method is used to determine if the controller button has just been pressed down.\n\n### IsButtonOnePressedUpOnIndex/1\n\n  > `public override bool IsButtonOnePressedUpOnIndex(uint index)`\n\n  * Parameters\n   * `uint index` - The index of the tracked object to check for.\n  * Returns\n   * `bool` - Returns true if the button has just been released.\n\nThe IsButtonOnePressedUpOnIndex method is used to determine if the controller button has just been released.","excerpt":"","slug":"sdk_daydreamcontroller","type":"basic","title":"SDK_DaydreamController"}

SDK_DaydreamController


> extends [SDK_FallbackController](doc:sdk_fallbackcontroller) ## Overview The Daydream Controller SDK script provides a bridge to SDK methods that deal with the input devices. ## Class Methods ### ProcessUpdate/2 > `public override void ProcessUpdate(uint index, Dictionary<string, object> options)` * Parameters * `uint index` - The index of the controller. * `Dictionary<string, object> options` - A dictionary of generic options that can be used to within the update. * Returns * _none_ The ProcessUpdate method enables an SDK to run logic for every Unity Update ### GetControllerDefaultColliderPath/1 > `public override string GetControllerDefaultColliderPath(ControllerHand hand)` * Parameters * `ControllerHand hand` - The controller hand to check for * Returns * `string` - A path to the resource that contains the collider GameObject. The GetControllerDefaultColliderPath returns the path to the prefab that contains the collider objects for the default controller of this SDK. ### GetControllerElementPath/3 > `public override string GetControllerElementPath(ControllerElements element, ControllerHand hand, bool fullPath = false)` * Parameters * `ControllerElements element` - The controller element to look up. * `ControllerHand hand` - The controller hand to look up. * `bool fullPath` - Whether to get the initial path or the full path to the element. * Returns * `string` - A string containing the path to the game object that the controller element resides in. The GetControllerElementPath returns the path to the game object that the given controller element for the given hand resides in. ### GetControllerIndex/1 > `public override uint GetControllerIndex(GameObject controller)` * Parameters * `GameObject controller` - The GameObject containing the controller. * Returns * `uint` - The index of the given controller. The GetControllerIndex method returns the index of the given controller. ### GetControllerByIndex/2 > `public override GameObject GetControllerByIndex(uint index, bool actual = false)` * Parameters * `uint index` - The index of the controller to find. * `bool actual` - If true it will return the actual controller, if false it will return the script alias controller GameObject. * Returns * `GameObject` - The GameObject of the controller The GetControllerByIndex method returns the GameObject of a controller with a specific index. ### GetControllerOrigin/1 > `public override Transform GetControllerOrigin(GameObject controller)` * Parameters * `GameObject controller` - The controller to retrieve the origin from. * Returns * `Transform` - A Transform containing the origin of the controller. The GetControllerOrigin method returns the origin of the given controller. ### GetControllerRightHand/1 > `public override GameObject GetControllerRightHand(bool actual = false)` * Parameters * `bool actual` - If true it will return the actual controller, if false it will return the script alias controller GameObject. * Returns * `GameObject` - The GameObject containing the right hand controller. The GetControllerRightHand method returns the GameObject containing the representation of the right hand controller. ### IsControllerRightHand/1 > `public override bool IsControllerRightHand(GameObject controller)` * Parameters * `GameObject controller` - The GameObject to check. * Returns * `bool` - Returns true if the given controller is the right hand controller. The IsControllerRightHand/1 method is used to check if the given controller is the the right hand controller. ### IsControllerRightHand/2 > `public override bool IsControllerRightHand(GameObject controller, bool actual)` * Parameters * `GameObject controller` - The GameObject to check. * `bool actual` - If true it will check the actual controller, if false it will check the script alias controller. * Returns * `bool` - Returns true if the given controller is the right hand controller. The IsControllerRightHand/2 method is used to check if the given controller is the the right hand controller. ### GetControllerModel/1 > `public override GameObject GetControllerModel(GameObject controller)` * Parameters * `GameObject controller` - The GameObject to get the model alias for. * Returns * `GameObject` - The GameObject that has the model alias within it. The GetControllerModel method returns the model alias for the given GameObject. ### GetControllerModel/1 > `public override GameObject GetControllerModel(ControllerHand hand)` * Parameters * `ControllerHand hand` - The hand enum of which controller model to retrieve. * Returns * `GameObject` - The GameObject that has the model alias within it. The GetControllerModel method returns the model alias for the given controller hand. ### GetControllerRenderModel/1 > `public override GameObject GetControllerRenderModel(GameObject controller)` * Parameters * `GameObject controller` - The GameObject to check. * Returns * `GameObject` - A GameObject containing the object that has a render model for the controller. The GetControllerRenderModel method gets the game object that contains the given controller's render model. ### GetVelocityOnIndex/1 > `public override Vector3 GetVelocityOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `Vector3` - A Vector3 containing the current velocity of the tracked object. The GetVelocityOnIndex method is used to determine the current velocity of the tracked object on the given index. ### GetAngularVelocityOnIndex/1 > `public override Vector3 GetAngularVelocityOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `Vector3` - A Vector3 containing the current angular velocity of the tracked object. The GetAngularVelocityOnIndex method is used to determine the current angular velocity of the tracked object on the given index. ### GetTouchpadAxisOnIndex/1 > `public override Vector2 GetTouchpadAxisOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `Vector2` - A Vector2 containing the current x,y position of where the touchpad is being touched. The GetTouchpadAxisOnIndex method is used to get the current touch position on the controller touchpad. ### IsTouchpadPressedOnIndex/1 > `public override bool IsTouchpadPressedOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `bool` - Returns true if the button is continually being pressed. The IsTouchpadPressedOnIndex method is used to determine if the controller button is being pressed down continually. ### IsTouchpadPressedDownOnIndex/1 > `public override bool IsTouchpadPressedDownOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `bool` - Returns true if the button has just been pressed down. The IsTouchpadPressedDownOnIndex method is used to determine if the controller button has just been pressed down. ### IsTouchpadPressedUpOnIndex/1 > `public override bool IsTouchpadPressedUpOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `bool` - Returns true if the button has just been released. The IsTouchpadPressedUpOnIndex method is used to determine if the controller button has just been released. ### IsTouchpadTouchedOnIndex/1 > `public override bool IsTouchpadTouchedOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `bool` - Returns true if the button is continually being touched. The IsTouchpadTouchedOnIndex method is used to determine if the controller button is being touched down continually. ### IsTouchpadTouchedDownOnIndex/1 > `public override bool IsTouchpadTouchedDownOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `bool` - Returns true if the button has just been touched down. The IsTouchpadTouchedDownOnIndex method is used to determine if the controller button has just been touched down. ### IsTouchpadTouchedUpOnIndex/1 > `public override bool IsTouchpadTouchedUpOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `bool` - Returns true if the button has just been released. The IsTouchpadTouchedUpOnIndex method is used to determine if the controller button has just been released. ### IsButtonOnePressedOnIndex/1 > `public override bool IsButtonOnePressedOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `bool` - Returns true if the button is continually being pressed. The IsButtonOnePressedOnIndex method is used to determine if the controller button is being pressed down continually. ### IsButtonOnePressedDownOnIndex/1 > `public override bool IsButtonOnePressedDownOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `bool` - Returns true if the button has just been pressed down. The IsButtonOnePressedDownOnIndex method is used to determine if the controller button has just been pressed down. ### IsButtonOnePressedUpOnIndex/1 > `public override bool IsButtonOnePressedUpOnIndex(uint index)` * Parameters * `uint index` - The index of the tracked object to check for. * Returns * `bool` - Returns true if the button has just been released. The IsButtonOnePressedUpOnIndex method is used to determine if the controller button has just been released.