Guides

VRTK_InteractUse

Overview

Determines if the Interact Touch can initiate a use interaction with the touched Interactable Object.

Required Components:

  • VRTK_InteractTouch - The touch component to determine when a valid touch has taken place to denote a use interaction can occur. This must be applied on the same GameObject as this script if one is not provided via the Interact Touch parameter.

Optional Components:

  • VRTK_ControllerEvents - The events component to listen for the button presses on. This must be applied on the same GameObject as this script if one is not provided via the Controller Events parameter.
  • VRTK_InteractGrab - The grab component to determine when a valid grab has taken place. This must be applied on the same GameObject as this script if one is not provided via the Interact Grab parameter.

Script Usage:

  • Place the VRTK_InteractUse script on either:
    • The GameObject with the Interact Touch and Controller Events scripts.
    • Any other scene GameObject and provide a valid VRTK_ControllerEvents component to the Controller Events parameter and a valid VRTK_InteractTouch component to the Interact Touch parameter of this script.

Inspector Parameters

  • Use Button: The button used to use/unuse a touched Interactable Object.
  • Controller Events: The Controller Events to listen for the events on. If the script is being applied onto a controller then this parameter can be left blank as it will be auto populated by the controller the script is on at runtime.
  • Interact Touch: The Interact Touch to listen for touches on. If the script is being applied onto a controller then this parameter can be left blank as it will be auto populated by the controller the script is on at runtime.
  • Interact Grab: The Interact Grab to listen for grab actions on. If the script is being applied onto a controller then this parameter can be left blank as it will be auto populated by the controller the script is on at runtime.

Class Events

  • UseButtonPressed - Emitted when the use toggle alias button is pressed.
  • UseButtonReleased - Emitted when the use toggle alias button is released.
  • ControllerStartUseInteractableObject - Emitted when a use of a valid object is started.
  • ControllerUseInteractableObject - Emitted when a valid object starts being used.
  • ControllerStartUnuseInteractableObject - Emitted when a unuse of a valid object is started.
  • ControllerUnuseInteractableObject - Emitted when a valid object stops being used.

Unity Events

Adding the VRTK_InteractUse_UnityEvents component to VRTK_InteractUse 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.

Class Methods

IsUseButtonPressed/0

public virtual bool IsUseButtonPressed()

  • Parameters
    • none
  • Returns
    • bool - Returns true if the use alias button is being held down.

The IsUsebuttonPressed method determines whether the current use alias button is being pressed down.

GetUsingObject/0

public virtual GameObject GetUsingObject()

  • Parameters
    • none
  • Returns
    • GameObject - The GameObject of what is currently being used by this Interact Use.

The GetUsingObject method returns the current GameObject being used by the Interact Use.

ForceStopUsing/0

public virtual void ForceStopUsing()

  • Parameters
    • none
  • Returns
    • none

The ForceStopUsing method will force the Interact Use to stop using the currently touched Interactable Object and will also stop the Interactable Object's using action.

ForceResetUsing/0

public virtual void ForceResetUsing()

  • Parameters
    • none
  • Returns
    • none

The ForceResetUsing will force the Interact Use to stop using the currently touched Interactable Object but the Interactable Object will continue with it's existing using action.

AttemptUse/0

public virtual void AttemptUse()

  • Parameters
    • none
  • Returns
    • none

The AttemptUse method will attempt to use the currently touched Interactable Object without needing to press the use button on the controller.

Example

VRTK/Examples/006_Controller_UsingADoor simulates using a door object to open and close it. It also has a cube on the floor that can be grabbed to show how interactable objects can be usable or grabbable.

VRTK/Examples/008_Controller_UsingAGrabbedObject shows that objects can be grabbed with one button and used with another (e.g. firing a gun).