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Pointers

Pointers are instanced automatically at runtime when a new controller is detected. You can have more than one pointer attached to a controller; for example, with the default pointer profile, WMR controllers get both a line and a parabolic pointer for normal selection and teleportation respectively. Pointers communicate with each other to decide which one is active. The pointers created for each controller are set up in the Pointer Profile, under the Input System Profile.

MRTK provides a set of pointer prefabs in Assets/MixedRealityToolkit.SDK/Features/UX/Prefabs/Pointers. You can use your own prefabs as long as they contain one of the pointer scripts in Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/Pointers or any other script implementing IMixedRealityPointer.

Pointer Events

To receive pointer events, implement one of the following interfaces in your script:

Handler Events Description
IMixedRealityFocusChangedHandler Before Focus Changed / Focus Changed Raised on both the game object losing focus and the one gaining it every time a pointer changes focus.
IMixedRealityFocusHandler Focus Enter / Exit Raised on the game object gaining focus when the first pointer enters it and on the one losing focus when the last pointer leaves it.
IMixedRealityPointerHandler Pointer Down / Dragged / Up / Clicked Raised to report pointer press, drag and release.
IMixedRealityTouchHandler Touch Started / Updated / Completed Raised by touch-aware pointers like PokePointer to report touch activity.