/// <summary> /// Updates the states of all the visual actions (pose / skeleton) /// </summary> /// <param name="skipStateAndEventUpdates">Controls whether or not events are fired from this update call</param> public static void UpdateVisualActions(bool skipStateAndEventUpdates = false) { if (initialized == false) { return; } SteamVR_ActionSet.UpdateActionSetsState(); UpdatePoseActions(skipStateAndEventUpdates); UpdateSkeletonActions(skipStateAndEventUpdates); }
/// <summary> /// Updates the states of all the non visual actions (boolean, single, vector2, vector3) /// </summary> public static void UpdateNonVisualActions() { if (initialized == false) { return; } SteamVR_ActionSet.UpdateActionSetsState(); var sources = SteamVR_Input_Source.GetUpdateSources(); for (int sourceIndex = 0; sourceIndex < sources.Length; sourceIndex++) { UpdateNonVisualActions(sources[sourceIndex]); } if (OnNonVisualActionsUpdated != null) { OnNonVisualActionsUpdated(); } }