{{tag>dragonscript behavior}}
[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorRenderableCustomColor**
* [[behaviors_use_cases|Behaviors Explained: By Use-Case]]
* [[behaviors_a_to_z|Behaviors Explained: From A to Z]]
====== ECBehaviorVRHand ======
{{youtube>8MOm97tG81o?medium}}
Behavior in action
Behavior element behavior adding VR Hand Controller support to actor. This behavior tracks one hand controller optionally displaying it on screen using either the developer provided model or a custom model. Optionally a rig can be assigned to get physical presence of the controller in the game world.
====== Instance Counts ======
This behavior can be added twice to an element to add support for left and right hand controller. Use the behavior identifier to tell them apart.
====== Element Class Properties ======
Element class properties have the prefix **vrHand.** or **vrHand(id).** if id is not empty.
===== useVendorModel =====
Determines if the Vendor Specific 3D Model is used to show the device. The Vendor Specific 3D Model is provided by the VR Runtime installation. If set to false **vrHand(id).component.* ** properties can be used to define the model to use.
* Full name: "vrHand.useVendorModel" or "vrHand(id).useVendorModel"
* Type: boolean
* Default Value: true
* Example (*.deeclass): false
===== showHand =====
Determines if the device is shown in the 3D view. Set this to true if you use a separate model to show the hands. Set to false if you use the regular animated actor support to animate the hands using the hand position and orientation as input.
* Full name: "vrHand.showHand" or "vrHand(id).showHand"
* Type: boolean
* Default value: true
* Example (*.deeclass): false
===== component.* =====
This behavior adds a child [[behavior_component|ECBehaviorComponent]] to the element class to show the hand in the game world. The child behavior has the identifier "vrHand" or "vrHand(id)". The child behavior has the element class property prefix "vrHand.component." or "vrHand(id).component.".
Hence to set for example the component model of the right hand use the element class property "vrHand(right).component.model"
====== Required Behaviors ======
* [[behavior_vrplayspace|ECBehaviorVRPlayspace]]
====== Optional Behaviors ======
This behavior does not support optional behaviors.
====== Persistency ======
This behavior does not use persistency.
====== API Documentation ======
#@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorVRHand.html,ECBehaviorVRHand~@#.
Since DragonScript Module Version **1.6**
====== Use Cases ======
* Apply custom colors chosen by player to his player actor.
====== Element Class Example ======
The following example creates an element class with two hand controllers.
class MyElement extends BehaviorElementClass
public func new()
// Add VR Playspace behavior. Base behavior required by all VR behaviors
var ECBehaviorVRPlayspace vrPlayspace = ECBehaviorVRPlayspace.new(this)
// Add VR HMD behavior. With this behavior present VRPlayerControlledActorCameraDirector
// can attach the HMD to the in-game camera
ECBehaviorVRHMD.new(this, vrPlayspace)
// Add left and right hand controller. The InputDeviceType is required
// for the behavior to know which input device to monitor
ECBehaviorVRHand.new(this, vrPlayspace, InputDeviceType.vrRightHand, "right")
ECBehaviorVRHand.new(this, vrPlayspace, InputDeviceType.vrLeftHand, "left")
end
end
====== Live Examples ======
* [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]: ExampleVR project.
* [[https://github.com/LordOfDragons/dragengine/blob/master/src/modules/scripting/dragonscript/scripts/scenery/actor/BaseVRActorClass.ds|BaseVRActorClass]]: Base class for VR actors