MixedReality.Toolkit.UX Namespace
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Base |
Every dialog event emits these parameters. |
Basic |
A simple visuals script to provide a visual layer on top of a PressableButton. |
Canvas |
A simple proxy interactor which will select and hover things on MRTK's behalf, for canvas input. |
Canvas |
A canvas-based visuals script to provide a visual layer on top of Slider. |
Dialog |
The Dialog script hydrates and controls the various sub-components of the dialog view. |
Dialog |
Event arguments used when buttons in a IDialog are clicked or activated. |
Dialog |
Event arguments used a IDialog is dismissed or closed. |
Dialog |
Spawns IDialog with the requested parameters and manages the lifecycle of the resulting IDialog component. |
Font |
Allows the user to select a specific icon for display via a Unity text component. |
Font |
A Unity object for managing a set of character icons for use with MRTK UX via Unity text components. |
Interactable |
A script to enable pulse effect on StatefulInteractable. |
Keyboard |
Adds the chosen tap sound to the NonNativeKeyboard buttons |
Keyboard |
Component to manage the visuals for a Mixed Reality Keyboard Preview window. |
MRTKInput |
Static class recording the currently active input field in the scene. |
MRTKTMPInput |
Component subclassed from TMP_InputField to account for XR interactions. |
MRTKUGUIInput |
Component subclassed from InputField to account for XR interactions. |
Object |
Dynamic collection of objects positioned in a horizontal or vertical stack with an auto sized back plate. |
Object |
Adds and removes objects from a given Object Bar to demonstrate the back plate auto adjust behavior. |
Pressable |
The core behavior logic for a button that can be pressed, following the StatefulInteractable pattern. |
Rect |
This script fits a Unity BoxCollider component onto a canvas element. |
See |
When applied to a Unity game object along with a PressableButton, this component will enable a "see-it say-it" label if speech input is enabled within the application. |
Slider |
A slider that can be moved by grabbing / pinching a slider thumb |
Slider |
Event data for when a slider's value changes |
Slider |
Component that plays sounds to communicate the state of a pinch slider |
Slider |
A visuals script to provide a visual layer on top of a Slider component. |
Stateful |
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Stateful |
A visuals script to provide a visual layer on top of a StatefulInteractable. |
Stateful |
A visuals script to provide a visual layer on top of a StatefulInteractable. |
State |
A high-performance Playables API-powered interaction feedback system with extensible effects. Requires StatefulInteractable and an Animator. |
Tab |
Represents a tab section, utilized in Tab View. |
Tab |
Enables and disables sub-objects based on the currently toggled index of a ToggleCollection. |
Toggle |
ToggleCollection groups a list of StatefulInteractables and correlates their toggle states. When any one of the StatefulInteractables are toggled, all other interactables controlled by this script will be de-toggled. A custom list of interactables can be set; if none is set at edit-time, all direct StatefulInteractable children will be added. |
Toggle |
A Unity event raised by ToggleCollection when any of the toggle buttons are selected. The event data is the index of the toggle button within the ToggleCollection. |
UGUIInput |
An input adapter that translates UnityUI input events into XRI-compatible interactions. |
UGUIInput |
An extension of the UGUIInputAdapter that allows the interception of drag events. Add to any XRI interactable you wish to receive drags, such as sliders, handles, or even ObjectManipulators. |
UXBinding |
Automatically configures and adds DataConsumer components needed to manage all data bound and/or can customizable elements in a prefab |
IAnimation |
An IPlayableEffect that plugs into an AnimationLayerMixerPlayable. |
IDialog |
An IDialog hydrates and controls the various sub-components of the dialog view. |
IEffect |
An interface defining a state effect that StateVisualizer can use. |
IPlayable |
Canvas |
Setting that indicates one of four directions. |
Dialog |
The semantic action associated with a button on a dialog. |
Dialog |
Specifies the DialogPool's behavior when opening a dialog while one is already active. |
IAnimation |
How should this state's animation be blended and weighted? |
Object |
The flow direction for objects in an ObjectBar. |
Pressable |
An enumeration defining the coordinate space of plane distances. |