GGVPointer Class

Definition

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.

public ref class GGVPointer : Microsoft::MixedReality::Toolkit::Input::InputSystemGlobalHandlerListener, Microsoft::MixedReality::Toolkit::Input::IMixedRealityInputHandler, Microsoft::MixedReality::Toolkit::Input::IMixedRealityInputHandler<Microsoft::MixedReality::Toolkit::Utilities::MixedRealityPose>, Microsoft::MixedReality::Toolkit::Input::IMixedRealityPointer, Microsoft::MixedReality::Toolkit::Input::IMixedRealitySourceStateHandler, System::Collections::IEqualityComparer, UnityEngine::EventSystems::IEventSystemHandler
public ref class GGVPointer : Microsoft::MixedReality::Toolkit::Input::InputSystemGlobalHandlerListener, Microsoft::MixedReality::Toolkit::Input::IMixedRealityInputHandler, Microsoft::MixedReality::Toolkit::Input::IMixedRealityInputHandler<Microsoft::MixedReality::Toolkit::Utilities::MixedRealityPose>, Microsoft::MixedReality::Toolkit::Input::IMixedRealityQueryablePointer, Microsoft::MixedReality::Toolkit::Input::IMixedRealitySourceStateHandler, System::Collections::IEqualityComparer, UnityEngine::EventSystems::IEventSystemHandler
[UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/GGVPointer")]
public class GGVPointer : Microsoft.MixedReality.Toolkit.Input.InputSystemGlobalHandlerListener, Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputHandler, Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputHandler<Microsoft.MixedReality.Toolkit.Utilities.MixedRealityPose>, Microsoft.MixedReality.Toolkit.Input.IMixedRealityPointer, Microsoft.MixedReality.Toolkit.Input.IMixedRealitySourceStateHandler, System.Collections.IEqualityComparer, UnityEngine.EventSystems.IEventSystemHandler
[UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/GGVPointer")]
public class GGVPointer : Microsoft.MixedReality.Toolkit.Input.InputSystemGlobalHandlerListener, Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputHandler, Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputHandler<Microsoft.MixedReality.Toolkit.Utilities.MixedRealityPose>, Microsoft.MixedReality.Toolkit.Input.IMixedRealityQueryablePointer, Microsoft.MixedReality.Toolkit.Input.IMixedRealitySourceStateHandler, System.Collections.IEqualityComparer, UnityEngine.EventSystems.IEventSystemHandler
[<UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/GGVPointer")>]
type GGVPointer = class
    inherit InputSystemGlobalHandlerListener
    interface IMixedRealityPointer
    interface IEqualityComparer
    interface IMixedRealityInputHandler
    interface IMixedRealityBaseInputHandler
    interface IEventSystemHandler
    interface IMixedRealityInputHandler<MixedRealityPose>
    interface IMixedRealitySourceStateHandler
[<UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/GGVPointer")>]
type GGVPointer = class
    inherit InputSystemGlobalHandlerListener
    interface IMixedRealityQueryablePointer
    interface IMixedRealityPointer
    interface IEqualityComparer
    interface IMixedRealityInputHandler
    interface IMixedRealityBaseInputHandler
    interface IEventSystemHandler
    interface IMixedRealityInputHandler<MixedRealityPose>
    interface IMixedRealitySourceStateHandler
Public Class GGVPointer
Inherits InputSystemGlobalHandlerListener
Implements IEqualityComparer, IEventSystemHandler, IMixedRealityInputHandler, IMixedRealityInputHandler(Of MixedRealityPose), IMixedRealityPointer, IMixedRealitySourceStateHandler
Public Class GGVPointer
Inherits InputSystemGlobalHandlerListener
Implements IEqualityComparer, IEventSystemHandler, IMixedRealityInputHandler, IMixedRealityInputHandler(Of MixedRealityPose), IMixedRealityQueryablePointer, IMixedRealitySourceStateHandler
Inheritance
UnityEngine.MonoBehaviour
GGVPointer
Attributes
UnityEngine.AddComponentMenuAttribute
Implements

Remarks

GGV stands for gaze, gesture, and voice. This pointer's position is given by hand position (grip pose), and the input focus is given by head gaze.

Constructors

GGVPointer()

Properties

BaseCursor

The pointer's cursor.

Controller

The pointer's current controller reference.

CursorModifier

The currently active cursor modifier.

FocusTarget
InputSourceParent

This pointer's input source parent.

IsActive

Controls whether the pointer dispatches input.

IsFocusLocked

Is the focus for this pointer currently locked?

IsInteractionEnabled

Is the pointer active and have the conditions for the interaction been satisfied to enable the interaction?

IsTargetPositionLockedOnFocusLock

Specifies whether the pointer's target position (cursor) is locked to the target object when focus is locked.

PointerId

This pointer's id.

PointerName

This pointer's name.

Position

Pointer position.

PrioritizedLayerMasksOverride
Rays
Result

The scene query pointer result.

Rotation

Pointer rotation.

SceneQueryType

The type of physics scene query to use.

SphereCastRadius

The radius to use when SceneQueryType is set to Sphere or SphereColliders.

Methods

EnsureInputSystemValid()

A task that will only complete when the input system has in a valid state.

(Inherited from InputSystemGlobalHandlerListener)
Equals(Object) UnityEngine.MonoBehaviour.Equals(System.Object)
GetHashCode() UnityEngine.MonoBehaviour.GetHashCode
OnDisable()
OnEnable()
OnInputChanged(InputEventData<MixedRealityPose>)

Raised input event updates from the type of input specified in the interface handler implementation.

OnInputDown(InputEventData)

Input Down updates from Interactions, Keys, or any other simple input.

OnInputUp(InputEventData)

Input Up updates from Interactions, Keys, or any other simple input.

OnPostSceneQuery()

Called after performing the scene query.

OnPreCurrentPointerTargetChange()

Called during the scene query just before the current pointer target changes.

OnPreSceneQuery()

Called before performing the scene query.

OnSceneQuery(LayerMask[], Boolean, GameObject, Vector3, Single)
OnSceneQuery(LayerMask[], Boolean, MixedRealityRaycastHit, RayStep, Int32)
OnSourceDetected(SourceStateEventData)

Raised when a source is detected.

OnSourceLost(SourceStateEventData)

Raised when a source is lost.

RegisterHandlers()

Overload this method to specify, which global events component wants to listen to. Use RegisterHandler API of InputSystem

Reset()

Resets pointer to initial state. After invoked pointer should be functional and ready for re-use.

Start() (Inherited from InputSystemGlobalHandlerListener)
UnregisterHandlers()

Overload this method to specify, which global events component should stop listening to. Use UnregisterHandler API of InputSystem

Explicit Interface Implementations

IEqualityComparer.Equals(Object, Object)

Determines whether the specified objects are equal.

IEqualityComparer.GetHashCode(Object)

Returns a hash code for the specified object.

Applies to