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GazePointerVisibilityStateMachine Class

Definition

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.

public ref class GazePointerVisibilityStateMachine : Microsoft::MixedReality::Toolkit::Input::IMixedRealitySpeechHandler, UnityEngine::EventSystems::IEventSystemHandler
public class GazePointerVisibilityStateMachine : Microsoft.MixedReality.Toolkit.Input.IMixedRealitySpeechHandler, UnityEngine.EventSystems.IEventSystemHandler
type GazePointerVisibilityStateMachine = class
    interface IMixedRealitySpeechHandler
    interface IMixedRealityBaseInputHandler
    interface IEventSystemHandler
Public Class GazePointerVisibilityStateMachine
Implements IEventSystemHandler, IMixedRealitySpeechHandler
Inheritance
GazePointerVisibilityStateMachine
Implements
IMixedRealityBaseInputHandler IMixedRealitySpeechHandler UnityEngine.EventSystems.IEventSystemHandler

Remarks

Has different behavior depending on whether or not eye gaze or head gaze in use - see comments on GazePointerState for more details.

Constructors

GazePointerVisibilityStateMachine()

Properties

IsGazePointerActive

Whether the state machine is currently in a state where the gaze pointer should be active.

Methods

OnSpeechKeywordRecognized(SpeechEventData)

Flags user intention to re activate eye or head based gaze cursor

UpdateState(Int32, Int32, Int32, Boolean)

Updates the state machine based on the number of near pointers, the number of far pointers, and whether or not eye gaze is valid.

Applies to