EyeTrackingTarget Class
Definition
Important
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A game object with the "EyeTrackingTarget" script attached reacts to being looked at independent of other available inputs.
public ref class EyeTrackingTarget : Microsoft::MixedReality::Toolkit::Input::InputSystemGlobalHandlerListener, Microsoft::MixedReality::Toolkit::Input::IMixedRealityPointerHandler, Microsoft::MixedReality::Toolkit::Input::IMixedRealitySpeechHandler, UnityEngine::EventSystems::IEventSystemHandler
[UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/EyeTrackingTarget")]
public class EyeTrackingTarget : Microsoft.MixedReality.Toolkit.Input.InputSystemGlobalHandlerListener, Microsoft.MixedReality.Toolkit.Input.IMixedRealityPointerHandler, Microsoft.MixedReality.Toolkit.Input.IMixedRealitySpeechHandler, UnityEngine.EventSystems.IEventSystemHandler
[<UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/EyeTrackingTarget")>]
type EyeTrackingTarget = class
inherit InputSystemGlobalHandlerListener
interface IMixedRealityPointerHandler
interface IEventSystemHandler
interface IMixedRealitySpeechHandler
interface IMixedRealityBaseInputHandler
Public Class EyeTrackingTarget
Inherits InputSystemGlobalHandlerListener
Implements IEventSystemHandler, IMixedRealityPointerHandler, IMixedRealitySpeechHandler
- Inheritance
- Attributes
-
UnityEngine.AddComponentMenuAttribute
- Implements
-
IMixedRealityBaseInputHandler IMixedRealityPointerHandler IMixedRealitySpeechHandler UnityEngine.EventSystems.IEventSystemHandler
Constructors
EyeTrackingTarget() |
Properties
EyeCursorSnapToTargetCenter |
If true, the eye cursor (if enabled) will snap to the center of this object. |
IsDwelledOn |
Returns true if the user has been looking at the target for a certain amount of time specified by dwellTimeInSec. |
IsLookedAt |
Returns true if the user looks at the target or more specifically when the eye gaze ray intersects with the target's bounding box. |
LookedAtEyeTarget |
EyeTrackingTarget eye gaze is currently looking at. null if currently gazed at object has no EyeTrackingTarget, or if no object with collider is being looked at. |
LookedAtPoint |
The point in space where the eye gaze hit. set to the origin if the EyeGazeProvider is not currently enabled |
LookedAtTarget |
GameObject eye gaze is currently targeting, updated once per frame. null if no object with collider is currently being looked at. |
OnDwell |
Event is triggered when the target has been looked at for a given predefined duration (dwellTimeInSec). |
OnLookAtStart |
Event is triggered when the user starts to look at the target. |
OnLookAway |
Event to be triggered when the user is looking away from the target. |
OnSelected |
Event is triggered when the looked at target is selected. |
OnTapDown |
Event is triggered when the RaiseEventManually_TapDown is called. |
OnTapUp |
Event is triggered when the RaiseEventManually_TapUp is called. |
SelectedTarget |
Most recently selected target, selected either using pointer or voice. |
WhileLookingAtTarget |
Event is triggered when the user continues to look at the target. |
Methods
EnsureInputSystemValid() |
A task that will only complete when the input system has in a valid state. (Inherited from InputSystemGlobalHandlerListener) |
OnDisable() | |
OnEnable() | (Inherited from InputSystemGlobalHandlerListener) |
OnEyeFocusDwell() | |
OnEyeFocusStart() | |
OnEyeFocusStay() | |
OnEyeFocusStop() | |
RaiseSelectEventManually() | |
RegisterHandlers() |
Overload this method to specify, which global events component wants to listen to. Use RegisterHandler API of InputSystem |
Start() | |
UnregisterHandlers() |
Overload this method to specify, which global events component should stop listening to. Use UnregisterHandler API of InputSystem |