MixedRealityPointerProfile Class
Definition
Important
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Configuration profile settings for setting up controller pointers.
public ref class MixedRealityPointerProfile : Microsoft::MixedReality::Toolkit::BaseMixedRealityProfile
public ref class MixedRealityPointerProfile : Microsoft::MixedReality::Toolkit::BaseMixedRealityProfile, UnityEngine::ISerializationCallbackReceiver
[UnityEngine.CreateAssetMenu(fileName="MixedRealityInputPointerProfile", menuName="Mixed Reality Toolkit/Profiles/Mixed Reality Pointer Profile", order=3)]
[UnityEngine.HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers")]
public class MixedRealityPointerProfile : Microsoft.MixedReality.Toolkit.BaseMixedRealityProfile
[UnityEngine.HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers")]
[UnityEngine.CreateAssetMenu(fileName="MixedRealityInputPointerProfile", menuName="Mixed Reality/Toolkit/Profiles/Mixed Reality Pointer Profile", order=3)]
public class MixedRealityPointerProfile : Microsoft.MixedReality.Toolkit.BaseMixedRealityProfile
[UnityEngine.HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers")]
[UnityEngine.CreateAssetMenu(fileName="MixedRealityInputPointerProfile", menuName="Mixed Reality/Toolkit/Profiles/Mixed Reality Pointer Profile", order=3)]
public class MixedRealityPointerProfile : Microsoft.MixedReality.Toolkit.BaseMixedRealityProfile, UnityEngine.ISerializationCallbackReceiver
[<UnityEngine.CreateAssetMenu(fileName="MixedRealityInputPointerProfile", menuName="Mixed Reality Toolkit/Profiles/Mixed Reality Pointer Profile", order=3)>]
[<UnityEngine.HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers")>]
type MixedRealityPointerProfile = class
inherit BaseMixedRealityProfile
[<UnityEngine.HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers")>]
[<UnityEngine.CreateAssetMenu(fileName="MixedRealityInputPointerProfile", menuName="Mixed Reality/Toolkit/Profiles/Mixed Reality Pointer Profile", order=3)>]
type MixedRealityPointerProfile = class
inherit BaseMixedRealityProfile
[<UnityEngine.HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers")>]
[<UnityEngine.CreateAssetMenu(fileName="MixedRealityInputPointerProfile", menuName="Mixed Reality/Toolkit/Profiles/Mixed Reality Pointer Profile", order=3)>]
type MixedRealityPointerProfile = class
inherit BaseMixedRealityProfile
interface ISerializationCallbackReceiver
Public Class MixedRealityPointerProfile
Inherits BaseMixedRealityProfile
Public Class MixedRealityPointerProfile
Inherits BaseMixedRealityProfile
Implements ISerializationCallbackReceiver
- Inheritance
- Attributes
-
UnityEngine.CreateAssetMenuAttribute UnityEngine.HelpURLAttribute
- Implements
-
UnityEngine.ISerializationCallbackReceiver
Constructors
MixedRealityPointerProfile() |
Properties
DebugDrawPointingRayColors |
The colors to use when debugging pointer rays. |
DebugDrawPointingRays |
Toggle to enable or disable debug pointing rays. |
GazeCursorPrefab |
The gaze cursor prefab to use on the Gaze pointer. |
GazeProviderType |
The concrete type of IMixedRealityGazeProvider to use. |
IsEyeTrackingEnabled |
If true, eye-based tracking will be used as gaze input when available. This field does not control whether eye tracking data is provided. |
PointerMediator |
The concrete Pointer Mediator component to use. This is a component that mediates all pointers in system, disabling / enabling them based on the state of other pointers. |
PointerOptions |
The Pointer options for this profile. |
PointingExtent |
Maximum distance at which all pointers can collide with a GameObject, unless it has an override extent. |
PointingRaycastLayerMasks |
The default layerMasks, in prioritized order, that are used to determine the target when raycasting. |
PrimaryPointerSelector |
Primary pointer selector implementation to use. This is used by the focus provider to choose the primary pointer. |
UseHeadGazeOverride |
If true, platform-specific head gaze override is used, when available. Otherwise, the center of the camera frame is used by default. |
Explicit Interface Implementations
ISerializationCallbackReceiver.OnAfterDeserialize() | |
ISerializationCallbackReceiver.OnBeforeSerialize() |