Microsoft.MixedReality.Toolkit.Input Namespace
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Classes
AnimatedCursor |
Animated cursor is a cursor driven using an animator to inject state information and animate accordingly |
AnimatedCursorContextData | |
AnimatedCursorData<T> |
Data struct for cursor state information for the Animated Cursor, which leverages the Unity animation system. This defines a modification to an Unity animation parameter, based on cursor state. |
AnimatedCursorStateData | |
ArticulatedHandDefinition |
Defines the interactions and data that an articulated hand can provide. |
BaseController |
Base Controller class to inherit from for all controllers. |
BaseControllerPointer |
Base Pointer class for pointers that exist in the scene as GameObjects. |
BaseCursor |
Object that represents a cursor in 3D space. |
BaseEyeFocusHandler |
Base Component for handling Eye Focus on GameObjects. |
BaseFocusHandler |
Base Component for handling Focus on GameObjects. |
BaseGenericInputSource |
Base class for input sources that don't inherit from MonoBehaviour. |
BaseGlobalInputSource |
Base class for input sources whose pointers are all active pointers in the scene. |
BaseHand | |
BaseHandVisualizer | |
BaseInputDeviceManager |
Class providing a base implementation of the IMixedRealityInputDeviceManager interface. |
BaseInputEventData |
Base class of all input events. |
BaseInputHandler |
Base class for the Mixed Reality Toolkit's SDK input handlers. |
BaseInputSimulationService |
Base class for services that create simulated input devices. |
BaseInputSourceDefinition |
Defines the base interactions and data that an controller can provide. |
BaseMousePointer |
Base Mouse Pointer Implementation. |
BaseNearInteractionTouchable |
Base class for all NearInteractionTouchables. |
ColliderNearInteractionTouchable |
Obsolete base class for all touchables using colliders. Use BaseNearInteractionTouchable instead. |
ConeCastGazeProvider | |
ControllerMappingLibrary |
Helper utility to manage all the required Axis configuration for platforms, where required |
ControllerPoseSynchronizer |
Waits for a controller to be initialized, then synchronizes its transform position to a specified handedness. |
CursorContextInfo |
The cursor will display the context specified in this component if it is part of the targeted object |
CursorModifier |
Component that can be added to any GameObject with a Collider to modify the IMixedRealityCursor reacts when focused by a IMixedRealityPointer. |
CurvePointer |
Extends line pointer to support curves. Useful for teleportation or other situations where multiple raysteps need to be tested along a spline |
DefaultPointerMediator |
The default implementation for pointer mediation in MRTK which is responsible for determining which pointers are active based on the state of all pointers. For example, one of the key things this class does is disable far pointers when a near pointer is close to an object. |
DefaultPrimaryPointerSelector |
Default primary pointer selector. The primary pointer is chosen among all interaction enabled ones using the following rules in order:
|
DefaultRaycastProvider |
The default implementation of IMixedRealityRaycastProvider. |
DictationEventData |
Describes an Input Event with voice dictation. |
DictationHandler |
Script used to start and stop recording sessions in the current dictation system and report the transcribed text via UnityEvents. For this script to work, a dictation system like 'Windows Dictation Input Provider' must be added to the Data Providers in the Input System profile. |
DictationHandler.StringUnityEvent | |
EyeTrackingTarget |
A game object with the "EyeTrackingTarget" script attached reacts to being looked at independent of other available inputs. |
FingerCursor |
Cursor used to aide in near finger interactions. |
FocusEventData |
Describes an Input Event associated with a specific pointer's focus state change. |
FocusHandler |
Utility component to hook up Unity events to the OnFocusEnter and OnFocusExit events. |
FocusProvider |
The focus provider handles the focused objects per input source. |
GazeConePointer | |
GazePointerVisibilityStateMachine |
Helper class for managing the visibility of the gaze pointer to match windows mixed reality and HoloLens 2 When application starts, gaze pointer is visible. Then when articulate hands / motion controllers appear, hide the gaze cursor. Whenever user says "select", make the gaze cursor appear. |
GazeProvider |
This class provides Gaze as an Input Source so users can interact with objects using their head. |
GenericOpenVRControllerDefinition | |
GenericPointer |
Base Class for pointers that don't inherit from MonoBehaviour. |
GGVPointer |
This class allows for HoloLens 1 style input, using a far gaze ray for focus with hand and gesture-based input and interaction across it. |
HandBounds |
Utility behavior to access the axis aligned bounds of IMixedRealityHands (or the proxy visualizer of IMixedRealityControllers). |
HandJointService | |
HandJointUtils | |
HandMeshInfo |
Stores pointers and transform information for Hand Mesh data provided by current platform. This is the data container for the IMixedRealityHandMeshHandler input system event interface. |
HandRay | |
HandTrackingInputEventData | |
HPMotionControllerDefinition | |
InputActionHandler |
Script used to handle input action events. Invokes Unity events when the configured input action starts or ends. |
InputActionUnityEvent |
Unity event for input action events. Contains the data of the input event that triggered the action. |
InputAnimation |
Contains a set of animation curves that describe motion of camera and hands. |
InputAnimation.PoseCurves | |
InputAnimationMarker |
A used-defined marker on the input animation timeline. |
InputAnimationSerializationUtils |
Functions for serializing input animation data to and from binary files. |
InputEventData |
Describes an Input Event that has a source id. |
InputEventData<T> |
Describes and input event with a specific type. |
InputPlaybackService |
Plays back input animation via the input simulation system. |
InputRayUtils |
Utilities for accessing position, rotation of rays. |
InputRecordingBuffer |
Container used to efficiently store a sequence of input animation keyframes while recording |
InputRecordingBuffer.Keyframe |
The input state for a single frame |
InputRecordingService |
Provides input recording into an internal buffer and exporting to files. |
InputSimulationIndicators |
A row of indicator buttons to control input simulation features. |
InputSimulationService |
Service that provides simulated mixed reality input information based on mouse and keyboard input in editor |
InputSimulationWindow |
Tools for simulating and recording input as well as playing back input animation in the Unity editor. |
InputSystemGlobalHandlerListener |
This component ensures that input events are forwarded to this component when focus or gaze is not required. |
InputSystemGlobalListener |
This component ensures that all input events are forwarded to this GameObject when focus or gaze is not required. |
InteractiveMeshCursor |
A cursor that looks and acts more like the shell cursor. A two part cursor with visual feedback for all cursor states |
KeyBindingInspector |
Inspector for KeyBindings. This shows a simple dropdown list for selecting a binding, as well as a button for binding keys by pressing them. |
KeyBindingPopupWindow |
Utility window that listens to input events to set a key binding. Pressing a key or mouse button will define the binding and then immediately close the popup. |
KeyInputSystem |
Utility class to poll input for key bindings and to simulate key presses Need to add mechanisms to poll and simulate input axis: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/7659 |
LinePointer |
A simple line pointer for drawing lines from the input source origin to the current pointer position. |
ManualCameraControl |
Class for manually controlling the camera in the Unity editor. Used by the Input Simulation Service. |
MeshCursor |
Object that represents a cursor in 3D space controlled by gaze. |
MixedRealityCanvasInspector |
Helper class to get CanvasUtility onto Canvas objects. |
MixedRealityControllerAttribute |
Attach to a controller device class to make it show up in the controller mapping profile. |
MixedRealityControllerInfo |
This script keeps track of the GameObjects representations for each button on the Mixed Reality Controllers. It also keeps track of the animation Transforms in order to properly animate according to user input. |
MixedRealityControllerMappingProfile |
New controller types can be registered by adding the MixedRealityControllerAttribute to the controller class. |
MixedRealityControllerModelHelpers |
Provides helpers for setting up the controller model with a visualization script. |
MixedRealityControllerVisualizationProfile |
Profile that determines relevant overrides and properties for controller visualization |
MixedRealityControllerVisualizer |
The Mixed Reality Visualization component is primarily responsible for synchronizing the user's current input with controller models. |
MixedRealityEyeTrackingProfile | |
MixedRealityGesturesProfile |
Configuration profile settings for setting up and consuming Input Actions. |
MixedRealityHandTrackingProfile | |
MixedRealityInputActionMapping |
Maps the capabilities of controllers, defining the physical inputs of a controller. |
MixedRealityInputActionRulesProfile | |
MixedRealityInputActionsProfile |
Configuration profile settings for setting up and consuming Input Actions. |
MixedRealityInputModule | |
MixedRealityInputModule.PointerData | |
MixedRealityInputModuleEditor | |
MixedRealityInputRecordingProfile |
Settings for recording input animation assets. |
MixedRealityInputSimulationProfile | |
MixedRealityInputSimulationProfileInspector | |
MixedRealityInputSystem |
The Mixed Reality Toolkit's specific implementation of the IMixedRealityInputSystem |
MixedRealityInputSystemProfile |
Configuration profile settings for setting up controller pointers. |
MixedRealityInteractionMapping |
Maps the capabilities of controllers, linking the physical inputs of a controller to a logical construct in a runtime project. |
MixedRealityMouseInputProfile | |
MixedRealityMouseInputProfileInspector | |
MixedRealityPointerEventData |
Describes an Input Event that involves a tap, click, or touch. |
MixedRealityPointerProfile |
Configuration profile settings for setting up controller pointers. |
MixedRealitySpeechCommandsProfile |
Configuration profile settings for setting up and consuming Speech Commands. |
MouseControllerDefinition |
Defines the base interactions and data that an controller can provide. |
MouseDelta |
Utility struct that provides mouse delta in pixels (screen space), normalized viewport coordinates, and world units. |
MousePointer |
The MousePointer represents a mouse cursor in world space. It uses spherical movement around the camera. Its movement is bound to screenspace, but based in the delta movement of the computer mouse. |
MouseRotationProvider |
Utility class to manage toggling of mouse rotation and associated features, such as cursor visibility/locking |
NearInteractionGrabbable |
Add a NearInteractionGrabbable component to any GameObject that has a collidable on it in order to make that collidable near grabbable. Any IMixedRealityNearPointer will then dispatch pointer events to the closest near grabbable objects. Additionally, the near pointer will send focus enter and exit events when the decorated object is the closest object to the near pointer |
NearInteractionTouchable |
Add a NearInteractionTouchable to your scene and configure a touchable surface in order to get PointerDown and PointerUp events whenever a PokePointer touches this surface. |
NearInteractionTouchableInspector | |
NearInteractionTouchableInspectorBase | |
NearInteractionTouchableSurface |
A near interaction object which is a flat surface and can be pressed in one direction. |
NearInteractionTouchableUnityUI |
Use a Unity UI RectTransform as touchable surface. |
NearInteractionTouchableVolume |
Add a NearInteractionTouchableVolume to your scene and configure a touchable volume in order to get PointerDown and PointerUp events whenever a PokePointer collides with this volume. |
NearInteractionTouchableVolumeInspector | |
ObjectCursor |
The object cursor can switch between different game objects based on its state. It simply links the game object to set to active with its associated cursor state. |
OculusRemoteControllerDefinition | |
OculusTouchControllerDefinition | |
PointerClickHandler |
This component handles pointer clicks from all types of input sources. i.e. a primary mouse button click, motion controller selection press, or hand tap. |
PointerHandler |
Script used to raise Unity Events in response to pointer events. |
PointerUnityEvent |
Unity event for a pointer event. Contains the pointer event data. |
PointerUtils | |
PokePointer |
A near interaction pointer that generates touch events based on touchables in close proximity. |
RiggedHandVisualizer |
Hand visualizer that controls a hierarchy of transforms to be used by a SkinnedMeshRenderer Implementation is derived from LeapMotion RiggedHand and RiggedFinger and has visual parity |
ScreenSpaceMousePointer |
Uses the desktop mouse cursor instead of any mouse representation within the scene. Its movement is bound to screenspace. |
ShellHandRayPointer |
Implementation for default hand ray pointers shipped with MRTK. Primarily used with hands and motion controllers |
SimpleHandDefinition | |
SimulatedArticulatedHand | |
SimulatedArticulatedHandPoses |
This stores the joint pose JSON data that defines various articulated hand gestures for input simulation. The JSON data that defines each joint position and orientation is stored in strings to avoid file loading/targeting during runtime |
SimulatedControllerDataProvider |
Produces simulated data every frame that defines the position and rotation of the simulated controller. |
SimulatedGestureHand | |
SimulatedHand | |
SimulatedHandData |
Snapshot of simulated hand data. |
SimulatedHandDataProvider |
Produces simulated data every frame that defines joint positions. |
SimulatedHandUtils | |
SimulatedMotionController | |
SimulatedMotionControllerData |
Snapshot of simulated motion controller data. |
SimulatedMotionControllerDataProvider |
Produces simulated data every frame that defines the position and rotation of the simulated controller. |
SourcePoseEventData<T> |
Describes a source change event. |
SourceStateEventData |
Describes an source state event that has a source id. |
SpeechEventData |
Describes an input event that involves keyword recognition. |
SpeechInputHandler |
This component handles the speech input events raised form the IMixedRealityInputSystem. |
SpherePointer | |
SpherePointerGrabPoint | |
SpherePointerInspector | |
SpherePointerVisual | |
SpriteCursor |
Object that represents a cursor comprised of sprites and colors for each state |
SupportedControllerTypeExtensions |
Extension methods specific to the SupportedControllerType enum. |
TouchHandler | |
TouchPointer |
Touch Pointer Implementation. |
TouchScreenDefinition | |
ViveKnucklesControllerDefinition | |
ViveWandControllerDefinition | |
WindowsMixedRealityControllerDefinition |
Defines the interactions and data that a Windows Mixed Reality motion controller can provide. |
WindowsMixedRealityControllerVisualizer | |
WindowsMixedRealityHandRecorder |
Record joint positions of a hand and log them for use in simulated hands. |
XboxControllerDefinition |
Defines the base interactions and data that an controller can provide. |
Structs
Headset |
The headset definition defines the headset as defined by the SDK / Unity. |
InputActionEventPair |
Data class that maps MixedRealityInputActions to UnityEvents wired up in the inspector. |
InputActionRuleDigital |
Generic Input Action Rule for raising actions based on specific criteria. |
InputActionRuleDualAxis |
Generic Input Action Rule for raising actions based on specific criteria. |
InputActionRulePoseAxis |
Generic Input Action Rule for raising actions based on specific criteria. |
InputActionRuleQuaternionAxis |
Generic Input Action Rule for raising actions based on specific criteria. |
InputActionRuleSingleAxis |
Generic Input Action Rule for raising actions based on specific criteria. |
InputActionRuleVectorAxis |
Generic Input Action Rule for raising actions based on specific criteria. |
KeyBinding |
Identifier of a key combination or mouse button for generic input binding. |
KeywordAndResponse |
Keyword/UnityEvent pair that ties voice input to UnityEvents wired up in the inspector. |
MeshCursor.MeshCursorDatum | |
MixedRealityControllerMapping |
Used to define a controller or other input device's physical buttons, and other attributes. |
MixedRealityControllerVisualizationSetting |
Used to define a controller's visualization settings. |
MixedRealityGestureMapping |
Data structure for mapping gestures to MixedRealityInputActions that can be raised by the Input System. |
MixedRealityInputAction |
An Input Action for mapping an action to an Input Sources Button, Joystick, Sensor, etc. |
MixedRealityInputDataProviderConfiguration | |
MixedRealityInteractionMappingLegacyInput |
Represents the subset of data held by a MixedRealityInteractionMapping that represents Unity's legacy input system. |
MixedRealityRaycastHit |
The resulting hit information from an IMixedRealityRaycastProvider. |
ObjectCursor.ObjectCursorDatum | |
PointerOption |
Defines a pointer option to assign to a controller. |
SimulatedMotionControllerButtonState |
Struct storing the states of buttons on the motion controller |
SpeechCommands |
Data structure for mapping Voice and Keyboard input to MixedRealityInputActions that can be raised by the Input System. |
SpriteCursor.SpriteCursorDatum |
Interfaces
ICursorModifier |
Interface for cursor modifiers that can modify a GameObject's properties. |
IHandRay |
Interface defining a hand ray, which is used by far pointers to direct interactions. Implementations of this class are managed and updated by a BaseHand implementation. |
IInputActionRule<T> |
Interface for defining Input Action Rules |
IInputSimulationService | |
IMixedRealityBaseInputHandler |
Base interface for all input handlers. This allows us to use ExecuteEvents.ExecuteHierarchy<IMixedRealityBaseInputHandler> to send an event to all input handling interfaces. |
IMixedRealityController |
Mixed Reality Toolkit controller definition, used to manage a specific controller type |
IMixedRealityControllerPoseSynchronizer |
Basic interface for synchronizing to a controller pose. |
IMixedRealityControllerVisualizer | |
IMixedRealityCursor |
Cursor Interface for handling input events and setting visibility. |
IMixedRealityDictationHandler |
Interface to implement dictation events. |
IMixedRealityDictationSystem |
Mixed Reality Toolkit controller definition, used to manage a specific controller type |
IMixedRealityEyeGazeDataProvider |
Provides eye tracking information. |
IMixedRealityEyeGazeProvider |
Implements the Gaze Provider for an Input Source. |
IMixedRealityEyeSaccadeProvider |
Provides eye tracking saccade events. |
IMixedRealityFocusChangedHandler |
Interface to implement to react to focus changed events. |
IMixedRealityFocusHandler |
Interface to implement to react to focus enter/exit. |
IMixedRealityFocusProvider |
Implements the Focus Provider for handling focus of pointers. |
IMixedRealityGazeProvider |
Implements the Gaze Provider for an Input Source. |
IMixedRealityGazeProviderHeadOverride |
Adds ability to override head gaze on a gaze provider. |
IMixedRealityGestureHandler |
Interface to implement for generic gesture input. |
IMixedRealityGestureHandler<T> |
Interface to implement for generic gesture input. |
IMixedRealityHand |
Hand definition, used to provide access to hand joints and other data. |
IMixedRealityHandJointHandler |
Interface to implement for hand joint information. |
IMixedRealityHandJointService |
Mixed Reality Toolkit device definition, used to instantiate and manage a specific device / SDK |
IMixedRealityHandMeshHandler |
Interface to implement for hand mesh information. |
IMixedRealityHandVisualizer |
Hand visualization definition, used to provide access to hand joint objects. |
IMixedRealityHapticFeedback |
Provides access to the haptic capabilities of a device. |
IMixedRealityInputActionHandler |
Interface to receive input action events. |
IMixedRealityInputDeviceManager |
Mixed Reality Toolkit input device definition, used to instantiate and manage one or more input devices |
IMixedRealityInputHandler |
Interface to implement for simple generic input. |
IMixedRealityInputHandler<T> |
Interface to implement for more complex generic input. |
IMixedRealityInputPlaybackService |
Plays back input animation via the input simulation system. |
IMixedRealityInputRecordingService |
Provides input recording into an internal buffer and exporting to files. |
IMixedRealityInputSource |
Interface for an input source. An input source is the origin of user input and generally comes from a physical controller, sensor, or other hardware device. |
IMixedRealityInputSourceDefinition | |
IMixedRealityInputSystem |
Manager interface for a Input system in the Mixed Reality Toolkit All replacement systems for providing Input System functionality should derive from this interface |
IMixedRealityMouseDeviceManager |
Interface defining a mouse input device manager. |
IMixedRealityMousePointer |
Interface for handling mouse pointers. |
IMixedRealityNearPointer | |
IMixedRealityPointer |
Interface for handling pointers. |
IMixedRealityPointerHandler |
Interface to implement to react to simple pointer input. |
IMixedRealityPointerMediator |
Interface for handling groups of pointers resolving conflicts between them. E.g., ensuring that far pointers are disabled when a near pointer is active. |
IMixedRealityPrimaryPointerSelector |
Interface used by the focus provider to select the pointer that will be considered as primary. The current primary pointer can we obtained via PrimaryPointer or subscribing to the primary pointer changed event via SubscribeToPrimaryPointerChanged(PrimaryPointerChangedHandler, Boolean). |
IMixedRealityQueryablePointer |
Interface for handling pointers. |
IMixedRealityRaycastProvider |
Interface to handle raycasts into the scene. Used by FocusProvider to perform ray and sphere cast queries for pointers. |
IMixedRealitySourcePoseHandler |
Interface to implement to react to source |
IMixedRealitySourceStateHandler |
Interface to implement to react to source state changes, such as when an input source is detected or lost. |
IMixedRealitySpeechHandler |
Interface to implement to react to speech recognition. |
IMixedRealitySpeechSystem |
Mixed Reality Toolkit controller definition, used to manage a specific controller type |
IMixedRealityTeleportPointer | |
IMixedRealityTouchHandler |
Implementation of this interface causes a script to receive notifications of Touch events from HandTrackingInputSources |
IMixedRealityTouchPointer |
Interface for handling touch pointers. |
IPointerPreferences |
Provides interface for getting and setting behaviors and possible other settings for pointers in the input system. Behaviors are described based on pointer type and input type, not per pointer. This is to ensure that new pointers that appear maintain consistent behavior. |
IPointerResult |
Interface defining a pointer result. |
Enums
ControllerSimulationMode |
Defines for how input simulation handles controllers |
CursorContextEnum |
Enum for current cursor context |
CursorContextInfo.CursorAction | |
CursorStateEnum |
Enum for current cursor state |
DeviceInputType |
The InputType defines the types of input exposed by a controller. Denoting the available buttons / interactions that a controller supports. |
EyeGazeSimulationMode |
Defines for how input simulation handles eye gaze |
GestureInputType |
The GestureInputType defines the types of gestures exposed by a controller. |
HandSimulationMode |
Defines for how input simulation handles controllers |
InputSimulationControlMode |
Defines for how input simulation handles movement |
InputSimulationWindow.ToolMode | |
InputSourceType |
The InputSourceType defines the types of input sources. |
KeyBinding.KeyType |
The type of value encoded in the Microsoft.MixedReality.Toolkit.Input.KeyBinding.code property. |
KeyBinding.MouseButton |
Enum for interpreting the mouse button integer index. |
MixedRealityControllerConfigurationFlags |
Flags used by MixedRealityControllerAttribute. |
MixedRealityControllerInfo.ControllerElementEnum | |
PointerBehavior |
Specifies how a pointer in MRTK's default input system behaves. |
SupportedControllerType |
The SDKType lists the XR SDKs that are supported by the Mixed Reality Toolkit. Initially, this lists proposed SDKs, not all may be implemented at this time (please see ReleaseNotes for more details) |
TouchableEventType |
Type of Events to receive from a PokePointer. |
Delegates
PrimaryPointerChangedHandler |
Delegate type used to handle primary pointer changes. Old and new pointer values can be null to indicate transition from or to no primary pointer, but they won't both be null simultaneously. |
SimulatedHandData.HandJointDataGenerator |
Generator function producing joint positions and rotations |
SimulatedMotionControllerData.MotionControllerPoseUpdater |
Delegate to function updating the position and rotation of the motion controller |