using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class HandInfo { public Vector3 attachPosition = Vector3.zero; public Quaternion attachRotation = Quaternion.identity; public List fingerRotations = new List(); public static HandInfo Empty => new HandInfo(); public void Save(PreviewHand hand) { // Save position and rotation attachPosition = hand.transform.localPosition; attachRotation = hand.transform.localRotation; // Save rotations from the hand's current joints fingerRotations = hand.GetJointRotations(); } }