{"_id":"594949e82be16d0026ec0531","category":{"_id":"594949e62be16d0026ec04d7","version":"594949e52be16d0026ec04cd","project":"571fa55ca0acd42000af9545","__v":0,"sync":{"url":"","isSync":false},"reference":false,"createdAt":"2017-01-01T16:55:17.729Z","from_sync":false,"order":9,"slug":"secondary-controller-grab-actions","title":"Secondary Controller Grab Actions"},"user":"571fa519db52d01700f5cf3d","parentDoc":null,"project":"571fa55ca0acd42000af9545","version":{"_id":"594949e52be16d0026ec04cd","project":"571fa55ca0acd42000af9545","__v":2,"createdAt":"2017-06-20T16:14:29.816Z","releaseDate":"2017-06-20T16:14:29.816Z","categories":["594949e62be16d0026ec04ce","594949e62be16d0026ec04cf","594949e62be16d0026ec04d0","594949e62be16d0026ec04d1","594949e62be16d0026ec04d2","594949e62be16d0026ec04d3","594949e62be16d0026ec04d4","594949e62be16d0026ec04d5","594949e62be16d0026ec04d6","594949e62be16d0026ec04d7","594949e62be16d0026ec04d8","594949e62be16d0026ec04d9","594949e62be16d0026ec04da","594949e62be16d0026ec04db","594949e62be16d0026ec04dc","594949e62be16d0026ec04dd","594949e62be16d0026ec04de","594949e62be16d0026ec04df","594949e62be16d0026ec04e0","594949e62be16d0026ec04e1","59497219f4a8980024dd0631"],"is_deprecated":false,"is_hidden":false,"is_beta":false,"is_stable":true,"codename":"Kunekune","version_clean":"3.2.0","version":"3.2.0"},"__v":0,"updates":[],"next":{"pages":[],"description":""},"createdAt":"2017-01-01T16:57:41.906Z","link_external":false,"link_url":"","githubsync":"","sync_unique":"","hidden":false,"api":{"results":{"codes":[]},"settings":"","auth":"required","params":[],"url":""},"isReference":false,"order":4,"body":"> extends [VRTK_BaseGrabAction](doc:vrtk_basegrabaction)\n\n## Overview\n\nThe Control Direction Grab Action provides a mechanism to control the facing direction of the object when they are grabbed with a secondary controller.\n\nFor an object to correctly be rotated it must be created with the front of the object pointing down the z-axis (forward) and the upwards of the object pointing up the y-axis (up).\n\nIt's not possible to control the direction of an interactable object with a `Fixed_Joint` as the joint fixes the rotation of the object.\n\n## Inspector Parameters\n\n * **Ungrab Distance:** The distance the secondary controller must move away from the original grab position before the secondary controller auto ungrabs the object.\n * **Release Snap Speed:** The speed in which the object will snap back to it's original rotation when the secondary controller stops grabbing it. `0` for instant snap, `infinity` for no snap back.\n * **Lock Z Rotation:** Prevent the secondary controller rotating the grabbed object through it's z-axis.\n\n## Class Methods\n\n### Initialise/5\n\n  > `public override void Initialise(VRTK_InteractableObject currentGrabbdObject, VRTK_InteractGrab currentPrimaryGrabbingObject, VRTK_InteractGrab currentSecondaryGrabbingObject, Transform primaryGrabPoint, Transform secondaryGrabPoint)`\n\n  * Parameters\n   * `VRTK_InteractableObject currentGrabbdObject` - The Interactable Object script for the object currently being grabbed by the primary controller.\n   * `VRTK_InteractGrab currentPrimaryGrabbingObject` - The Interact Grab script for the object that is associated with the primary controller.\n   * `VRTK_InteractGrab currentSecondaryGrabbingObject` - The Interact Grab script for the object that is associated with the secondary controller.\n   * `Transform primaryGrabPoint` - The point on the object where the primary controller initially grabbed the object.\n   * `Transform secondaryGrabPoint` - The point on the object where the secondary controller initially grabbed the object.\n  * Returns\n   * _none_\n\nThe Initalise method is used to set up the state of the secondary action when the object is initially grabbed by a secondary controller.\n\n### ResetAction/0\n\n  > `public override void ResetAction()`\n\n  * Parameters\n   * _none_\n  * Returns\n   * _none_\n\nThe ResetAction method is used to reset the secondary action when the object is no longer grabbed by a secondary controller.\n\n### OnDropAction/0\n\n  > `public override void OnDropAction()`\n\n  * Parameters\n   * _none_\n  * Returns\n   * _none_\n\nThe OnDropAction method is executed when the current grabbed object is dropped and can be used up to clean up any secondary grab actions.\n\n### ProcessUpdate/0\n\n  > `public override void ProcessUpdate()`\n\n  * Parameters\n   * _none_\n  * Returns\n   * _none_\n\nThe ProcessUpdate method runs in every Update on the Interactable Object whilst it is being grabbed by a secondary controller.\n\n### ProcessFixedUpdate/0\n\n  > `public override void ProcessFixedUpdate()`\n\n  * Parameters\n   * _none_\n  * Returns\n   * _none_\n\nThe ProcessFixedUpdate method runs in every FixedUpdate on the Interactable Object whilst it is being grabbed by a secondary controller and influences the rotation of the object.\n\n## Example\n\n`VRTK/Examples/043_Controller_SecondaryControllerActions` demonstrates the ability to grab an object with one controller and control their direction with the second controller.","excerpt":"","slug":"vrtk_controldirectiongrabaction","type":"basic","title":"VRTK_ControlDirectionGrabAction"}

VRTK_ControlDirectionGrabAction


> extends [VRTK_BaseGrabAction](doc:vrtk_basegrabaction) ## Overview The Control Direction Grab Action provides a mechanism to control the facing direction of the object when they are grabbed with a secondary controller. For an object to correctly be rotated it must be created with the front of the object pointing down the z-axis (forward) and the upwards of the object pointing up the y-axis (up). It's not possible to control the direction of an interactable object with a `Fixed_Joint` as the joint fixes the rotation of the object. ## Inspector Parameters * **Ungrab Distance:** The distance the secondary controller must move away from the original grab position before the secondary controller auto ungrabs the object. * **Release Snap Speed:** The speed in which the object will snap back to it's original rotation when the secondary controller stops grabbing it. `0` for instant snap, `infinity` for no snap back. * **Lock Z Rotation:** Prevent the secondary controller rotating the grabbed object through it's z-axis. ## Class Methods ### Initialise/5 > `public override void Initialise(VRTK_InteractableObject currentGrabbdObject, VRTK_InteractGrab currentPrimaryGrabbingObject, VRTK_InteractGrab currentSecondaryGrabbingObject, Transform primaryGrabPoint, Transform secondaryGrabPoint)` * Parameters * `VRTK_InteractableObject currentGrabbdObject` - The Interactable Object script for the object currently being grabbed by the primary controller. * `VRTK_InteractGrab currentPrimaryGrabbingObject` - The Interact Grab script for the object that is associated with the primary controller. * `VRTK_InteractGrab currentSecondaryGrabbingObject` - The Interact Grab script for the object that is associated with the secondary controller. * `Transform primaryGrabPoint` - The point on the object where the primary controller initially grabbed the object. * `Transform secondaryGrabPoint` - The point on the object where the secondary controller initially grabbed the object. * Returns * _none_ The Initalise method is used to set up the state of the secondary action when the object is initially grabbed by a secondary controller. ### ResetAction/0 > `public override void ResetAction()` * Parameters * _none_ * Returns * _none_ The ResetAction method is used to reset the secondary action when the object is no longer grabbed by a secondary controller. ### OnDropAction/0 > `public override void OnDropAction()` * Parameters * _none_ * Returns * _none_ The OnDropAction method is executed when the current grabbed object is dropped and can be used up to clean up any secondary grab actions. ### ProcessUpdate/0 > `public override void ProcessUpdate()` * Parameters * _none_ * Returns * _none_ The ProcessUpdate method runs in every Update on the Interactable Object whilst it is being grabbed by a secondary controller. ### ProcessFixedUpdate/0 > `public override void ProcessFixedUpdate()` * Parameters * _none_ * Returns * _none_ The ProcessFixedUpdate method runs in every FixedUpdate on the Interactable Object whilst it is being grabbed by a secondary controller and influences the rotation of the object. ## Example `VRTK/Examples/043_Controller_SecondaryControllerActions` demonstrates the ability to grab an object with one controller and control their direction with the second controller.