BaseControllerPointer Class
Definition
Important
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Base Pointer class for pointers that exist in the scene as GameObjects.
public ref class BaseControllerPointer abstract : Microsoft::MixedReality::Toolkit::Input::ControllerPoseSynchronizer, Microsoft::MixedReality::Toolkit::Input::IMixedRealityPointer, System::Collections::IEqualityComparer
public ref class BaseControllerPointer abstract : Microsoft::MixedReality::Toolkit::Input::ControllerPoseSynchronizer, Microsoft::MixedReality::Toolkit::Input::IMixedRealityQueryablePointer, System::Collections::IEqualityComparer
[UnityEngine.DisallowMultipleComponent]
[UnityEngine.HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers")]
public abstract class BaseControllerPointer : Microsoft.MixedReality.Toolkit.Input.ControllerPoseSynchronizer, Microsoft.MixedReality.Toolkit.Input.IMixedRealityPointer, System.Collections.IEqualityComparer
[UnityEngine.DisallowMultipleComponent]
[UnityEngine.HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers")]
public abstract class BaseControllerPointer : Microsoft.MixedReality.Toolkit.Input.ControllerPoseSynchronizer, Microsoft.MixedReality.Toolkit.Input.IMixedRealityQueryablePointer, System.Collections.IEqualityComparer
[<UnityEngine.DisallowMultipleComponent>]
[<UnityEngine.HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers")>]
type BaseControllerPointer = class
inherit ControllerPoseSynchronizer
interface IMixedRealityPointer
interface IEqualityComparer
[<UnityEngine.DisallowMultipleComponent>]
[<UnityEngine.HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers")>]
type BaseControllerPointer = class
inherit ControllerPoseSynchronizer
interface IMixedRealityQueryablePointer
interface IMixedRealityPointer
interface IEqualityComparer
Public MustInherit Class BaseControllerPointer
Inherits ControllerPoseSynchronizer
Implements IEqualityComparer, IMixedRealityPointer
Public MustInherit Class BaseControllerPointer
Inherits ControllerPoseSynchronizer
Implements IEqualityComparer, IMixedRealityQueryablePointer
- Inheritance
-
UnityEngine.MonoBehaviourBaseControllerPointer
- Derived
- Attributes
-
UnityEngine.DisallowMultipleComponentAttribute UnityEngine.HelpURLAttribute
- Implements
Constructors
BaseControllerPointer() |
Fields
grabAction | |
HasSelectPressedOnce |
True if select has been pressed once since this component was enabled |
IsGrabPressed |
True if grab is pressed right now |
IsHoldPressed | |
IsSelectPressed |
True if select is pressed right now |
pointerAction | |
raycastOrigin | |
TrackingState |
The current tracking state of the assigned IMixedRealityController (Inherited from ControllerPoseSynchronizer) |
Properties
BaseCursor |
The pointer's cursor. |
Controller |
The pointer's current controller reference. |
CursorModifier |
The currently active cursor modifier. |
DefaultPointerExtent |
The length of the pointer when nothing is hit. |
DestroyOnSourceLost |
Should this GameObject clean itself up when its controller is lost? (Inherited from ControllerPoseSynchronizer) |
DisableCursorOnStart | |
FocusTarget |
The currently focused target. |
Handedness |
The controller handedness this component is synchronized with. (Inherited from ControllerPoseSynchronizer) |
InputSourceParent |
Obsolete.
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. Most pointers want the cursor to "stick" to the object when manipulating, so set this to true by default. |
IsTracked |
Is the controller this Synchronizer is registered to currently tracked? (Inherited from ControllerPoseSynchronizer) |
PointerExtent |
Maximum distance at which all pointers can collide with a GameObject, unless it has an override extent. |
PointerId |
This pointer's id. |
PointerName |
This pointer's name. |
PoseAction |
The input action that will drive the Transform's pose, position, or rotation. (Inherited from ControllerPoseSynchronizer) |
Position |
Pointer position. |
PrioritizedLayerMasksOverride |
The physics layers to use when performing scene queries. |
Rays |
The scene query rays. |
RayStabilizer |
Ray stabilizer used when calculating position of pointer end point. |
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. |
UseSourcePoseAsFallback |
Should the Transform's position use the source pose by default until the input handler events are received? (Inherited from ControllerPoseSynchronizer) |
UseSourcePoseData |
Should the Transform's position be driven from the source pose or from input handler? (Inherited from ControllerPoseSynchronizer) |
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 |
InputEventDataUsable<T>(InputEventData<T>) |
Helper function used to determine whether or not the controller pose synchronizer is configured to make use of the InputEventData (Inherited from ControllerPoseSynchronizer) |
OnDisable() | |
OnEnable() | |
OnInputChanged(InputEventData<MixedRealityPose>) |
Raised input event updates from the type of input specified in the interface handler implementation. (Inherited from ControllerPoseSynchronizer) |
OnInputChanged(InputEventData<Quaternion>) |
Raised input event updates from the type of input specified in the interface handler implementation. (Inherited from ControllerPoseSynchronizer) |
OnInputChanged(InputEventData<Single>) |
Raised input event updates from the type of input specified in the interface handler implementation. (Inherited from ControllerPoseSynchronizer) |
OnInputChanged(InputEventData<Vector2>) |
Raised input event updates from the type of input specified in the interface handler implementation. (Inherited from ControllerPoseSynchronizer) |
OnInputChanged(InputEventData<Vector3>) |
Raised input event updates from the type of input specified in the interface handler implementation. (Inherited from ControllerPoseSynchronizer) |
OnInputDown(InputEventData) | UnityEngine.MonoBehaviour.OnInputDown(Microsoft.MixedReality.Toolkit.Input.InputEventData) |
OnInputUp(InputEventData) | UnityEngine.MonoBehaviour.OnInputUp(Microsoft.MixedReality.Toolkit.Input.InputEventData) |
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) |
Called to have the pointer query the scene to determine which objects it is hitting. Updates hitObject, hitPoint, and hitDistance. Used when the method for querying the scene does not utilize a RaycastHit. Examples of this include UnityEngine.Physics.SphereOverlap, which performs no raycast calls |
OnSceneQuery(LayerMask[], Boolean, MixedRealityRaycastHit, RayStep, Int32) |
Called to have the pointer query the scene to determine which objects it is hitting. Updates hitinfo. Used when the method for querying the scene utilizes a RaycastHit, such as when using UnityEngine.Physics.Raycast |
OnSourceDetected(SourceStateEventData) |
Raised when a source is detected. (Inherited from ControllerPoseSynchronizer) |
OnSourceLost(SourceStateEventData) | UnityEngine.MonoBehaviour.OnSourceLost(Microsoft.MixedReality.Toolkit.Input.SourceStateEventData) |
OnSourcePoseChanged(SourcePoseEventData<MixedRealityPose>) |
Raised when the source pose is changed. (Inherited from ControllerPoseSynchronizer) |
OnSourcePoseChanged(SourcePoseEventData<Quaternion>) |
Raised when the source rotation is changed. (Inherited from ControllerPoseSynchronizer) |
OnSourcePoseChanged(SourcePoseEventData<TrackingState>) |
Raised when the source pose tracking state is changed. (Inherited from ControllerPoseSynchronizer) |
OnSourcePoseChanged(SourcePoseEventData<Vector2>) |
Raised when the source position is changed. (Inherited from ControllerPoseSynchronizer) |
OnSourcePoseChanged(SourcePoseEventData<Vector3>) |
Raised when the source position is changed. (Inherited from ControllerPoseSynchronizer) |
RegisterHandlers() |
Overload this method to specify, which global events component wants to listen to. Use RegisterHandler API of InputSystem (Inherited from ControllerPoseSynchronizer) |
Reset() |
Resets pointer to initial state. After invoked pointer should be functional and ready for re-use. |
SetCursor(GameObject) |
Set a new cursor for this IMixedRealityPointer |
SourcePoseDataUsable<T>(SourcePoseEventData<T>) |
Helper function used to determine whether or not the controller pose synchronizer is configured to make use of the SourcePoseEventData (Inherited from ControllerPoseSynchronizer) |
Start() | |
UnregisterHandlers() |
Overload this method to specify, which global events component should stop listening to. Use UnregisterHandler API of InputSystem (Inherited from ControllerPoseSynchronizer) |
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. |