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    This class provides a visual representation of the hand, with the ability to automatically wire joints to the hand mesh. It also provides the ability to add a radial gradient occlusion effect and a glow effect to the hand mesh.

    Hierarchy (View Summary)

    Implements

    Index

    Constructors

    Properties

    api: Record<string, any>

    Generic object accessible by other instances of ScriptComponent. Use this object to store references to properties and methods that need to be accessible from other ScriptComponents.

    autoJointMapping: boolean = true

    When enabled, the system will automatically map tracking data to the hand model's joints. Disable only if you need manual control over individual joint assignments.

    enabled: boolean

    If disabled, the Component will stop enacting its behavior.

    handInteractor: HandInteractor

    Reference to the HandInteractor component that provides gesture recognition and tracking for this hand.

    handMeshFull: RenderMeshVisual

    Reference to the RenderMeshVisual of the full hand mesh.

    handMeshIndexThumb: RenderMeshVisual

    Reference to the RenderMeshVisual of the hand mesh with only an index & thumb for efficiency.

    handMeshPin: RenderMeshVisual = undefined

    Reference to the RenderMeshVisual of the full hand mesh to pin SceneObjects to.

    indexKnuckle: SceneObject

    The SceneObject of the indexKnuckle joint

    indexMidJoint: SceneObject

    The SceneObject of the indexMidJoint joint

    indexTip: SceneObject

    The SceneObject of the indexTip joint

    indexToWrist: SceneObject

    The SceneObject of the indexToWrist joint

    indexUpperJoint: SceneObject

    The SceneObject of the indexUpperJoint joint

    initialized: boolean = false

    True when this class is ready to use.

    initialize can be used to initialize the instance.

    isEnabledInHierarchy: boolean

    Returns true if this Component, its SceneObject, and all of that SceneObjects parents are enabled.

    middleKnuckle: SceneObject

    The SceneObject of the middleKnuckle joint

    middleMidJoint: SceneObject

    The SceneObject of the middleMidJoint joint

    middleTip: SceneObject

    The SceneObject of the middleTip joint

    middleToWrist: SceneObject

    The SceneObject of the middleToWrist joint

    middleUpperJoint: SceneObject

    The SceneObject of the middleUpperJoint joint

    name: string
    overrideMap: Map<SceneObject, HandVisualOverride> = ...
    overrides: HandVisualOverride[] = []
    pinkyKnuckle: SceneObject

    The SceneObject of the pinkyKnuckle joint

    pinkyMidJoint: SceneObject

    The SceneObject of the pinkyMidJoint joint

    pinkyTip: SceneObject

    The SceneObject of the pinkyTip joint

    pinkyToWrist: SceneObject

    The SceneObject of the pinkyToWrist joint

    pinkyUpperJoint: SceneObject

    The SceneObject of the pinkyUpperJoint joint

    ringKnuckle: SceneObject

    The SceneObject of the ringKnuckle joint

    ringMidJoint: SceneObject

    The SceneObject of the ringMidJoint joint

    ringTip: SceneObject

    The SceneObject of the ringTip joint

    ringToWrist: SceneObject

    The SceneObject of the ringToWrist joint

    ringUpperJoint: SceneObject

    The SceneObject of the ringUpperJoint joint

    The root SceneObject, parent of the hand rig and hand mesh

    sceneObject: SceneObject

    The SceneObject this component is on.

    thumbBaseJoint: SceneObject

    The SceneObject of the thumbBaseJoint joint

    thumbKnuckle: SceneObject

    The SceneObject of the thumbKnuckle joint

    thumbMidJoint: SceneObject

    The SceneObject of the thumbMidJoint joint

    thumbTip: SceneObject

    The SceneObject of the thumbTip joint

    thumbToWrist: SceneObject

    The SceneObject of the thumbToWrist joint

    uniqueIdentifier: string
    updatePriority: number

    The SceneObject of the wrist joint

    Accessors

    • get isVisible(): boolean

      Gets whether the hand visual is visible. When false, all hand visual components (mesh, glow effects, and wrist) will not be shown regardless of tracking status.

      Returns boolean

    • set isVisible(value: boolean): void

      Sets whether the hand visual is visible. When false, all hand visual components (mesh, glow effects, and wrist) will not be shown regardless of tracking status.

      Parameters

      • value: boolean

      Returns void

    Methods

    • Returns void

    • Returns void

    • Returns void

    • Returns true if the object matches or derives from the passed in type.

      Parameters

      • type: string

      Returns boolean

    • Returns void

    • Removes a hand visual override by its unique ID.

      Parameters

      Returns boolean

      True if removed, false if not found.