Component image 
Arm Haptic Point Mapper component as seen in the Scene Inspector

The Arm Haptic Point Mapper works as part of the game's robust Haptics system to map haptics points in real life for the arm to the in game arms.
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't. |
Priority
|
Int | The priority of this over other haptic elements |
ShowDebugVisuals
|
Bool | Enables a sphere visual that lights up when touching haptic zones. |
BoneChain
|
list of Slot | The list of slots to distribute the haptic points along for the arm. |
NormalizedStart
|
Float | The start of where haptics points should be placed based on a normalized position from 0<->1 along the length of the arm, if all the bones were rotated to be along a straight line. |
NormalizedEnd
|
Float | The end of where haptics points should be placed based on a normalized position from 0<->1 along the length of the arm, if all the bones were rotated to be along a straight line. |
Side
|
Chirality | Specifies which controller/hand this component gives haptic data to. |
UpAxis
|
Float3 | The axis on the arm which determines which way is up per bone, which is used to map haptic points from real life to in game. |
ForwardAxis
|
Float3 | The axis on the arm which determines which way is forward per bone, which is used to map haptic points from real life to in game. |
HandRadius
|
Float | The radius of the hand in which to map haptics points for. |
Usage
Used in the robust Haptics system to map haptics points in real life for the arm to the in game arms.
Examples
Found by default on the upper arms of avatars.