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IMixedRealityPointer.PrioritizedLayerMasksOverride Property

Definition

The physics layers to use when performing scene queries.

public:
 property cli::array <UnityEngine::LayerMask> ^ PrioritizedLayerMasksOverride { cli::array <UnityEngine::LayerMask> ^ get(); void set(cli::array <UnityEngine::LayerMask> ^ value); };
public UnityEngine.LayerMask[] PrioritizedLayerMasksOverride { get; set; }
member this.PrioritizedLayerMasksOverride : UnityEngine.LayerMask[] with get, set
Public Property PrioritizedLayerMasksOverride As LayerMask()

Property Value

UnityEngine.LayerMask[]

Examples

Allow the pointer to hit SR, but first prioritize any DefaultRaycastLayers (potentially behind SR)

int sr = LayerMask.GetMask("SR");
int nonSR = Physics.DefaultRaycastLayers &amp; ~sr;
IMixedRealityPointer.PrioritizedLayerMasksOverride = new LayerMask[] { nonSR, sr };

Remarks

If set, will override the IMixedRealityInputSystem's default scene query layer mask array.

Applies to