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Merge pull request #7268 from microsoft/prerelease/2.3.0_stabilization
Prerelease/2.3.0 stabilization -> dev
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Documentation/Extensions/HandPhysicsService/HandPhysicsServiceOverview.md
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# Hand physics extension service | ||
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The hand physics service enables rigid body collision events and interactions with articulated hands. | ||
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## Enabling the extension | ||
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To enable the extension, open your RegisteredServiceProvider profile. Click `Register a new Service Provider` to add a new configuration. In the component type field, select HandPhysicsService. In the configuration Profile field, select the default hand physics profile included with the extension. | ||
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## Profile options | ||
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### Hand physics layer | ||
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Controls the layer the instantiated hand joints will go to. | ||
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While the service defaults to the "default" layer (0), it is recommended to use a separate layer for hand physics objects. Otherwise there may be unwanted collisions and/or inaccurate raycasts. | ||
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### Finger tip kinematic body prefab | ||
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Controls which prefab is instantiated on fingertips. In order for the service to work as expected, the prefab requires: | ||
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- A rigidbody component, with isKinematic enabled | ||
- A collider | ||
- `JointKinematicBody` component | ||
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### Use palm kinematic body | ||
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Controls whether the service will attempt to instantiate a prefab on the palm joint. | ||
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### Palm kinematic body prefab | ||
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When `UsePalmKinematicBody` is enabled, this is the prefab it will instantiate. Just like `FingerTipKinematicBodyPrefab`, this prefab requires: | ||
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- A rigidbody component, with isKinematic enabled | ||
- A collider | ||
- `JointKinematicBody` component | ||
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## How to use the service | ||
Once enabled, use any collider's `IsTrigger` property to receive collision events from all 10 digits (and palms if they're enabled). | ||
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Once enabled, use any collider's `IsTrigger` property to receive collision events from all 10 digits (and palms if they're enabled). |
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