Microsoft.MixedReality.Toolkit.Input Namespace

Classes

AnimatedCursor

Animated cursor is a cursor driven using an animator to inject state information and animate accordingly

AnimatedCursorContextData
AnimatedCursorData<T>

Data struct for cursor state information for the Animated Cursor, which leverages the Unity animation system. This defines a modification to an Unity animation parameter, based on cursor state.

AnimatedCursorStateData
ArticulatedHandDefinition

Defines the interactions and data that an articulated hand can provide.

BaseController

Base Controller class to inherit from for all controllers.

BaseControllerPointer

Base Pointer class for pointers that exist in the scene as GameObjects.

BaseCursor

Object that represents a cursor in 3D space.

BaseEyeFocusHandler

Base Component for handling Eye Focus on GameObjects.

BaseFocusHandler

Base Component for handling Focus on GameObjects.

BaseGenericInputSource

Base class for input sources that don't inherit from MonoBehaviour.

BaseGlobalInputSource

Base class for input sources whose pointers are all active pointers in the scene.

BaseHand
BaseHandVisualizer
BaseInputDeviceManager

Class providing a base implementation of the IMixedRealityInputDeviceManager interface.

BaseInputEventData

Base class of all input events.

BaseInputHandler

Base class for the Mixed Reality Toolkit's SDK input handlers.

BaseInputSimulationService

Base class for services that create simulated input devices.

BaseInputSourceDefinition

Defines the base interactions and data that an controller can provide.

BaseMousePointer

Base Mouse Pointer Implementation.

BaseNearInteractionTouchable

Base class for all NearInteractionTouchables.

ColliderNearInteractionTouchable

Obsolete base class for all touchables using colliders. Use BaseNearInteractionTouchable instead.

ControllerMappingLibrary

Helper utility to manage all the required Axis configuration for platforms, where required

ControllerPoseSynchronizer

Waits for a controller to be initialized, then synchronizes its transform position to a specified handedness.

CursorContextInfo

The cursor will display the context specified in this component if it is part of the targeted object

CursorModifier

Component that can be added to any GameObject with a Collider to modify the IMixedRealityCursor reacts when focused by a IMixedRealityPointer.

CurvePointer

Extends line pointer to support curves. Useful for teleportation or other situations where multiple raysteps need to be tested along a spline

DefaultPointerMediator

The default implementation for pointer mediation in MRTK which is responsible for determining which pointers are active based on the state of all pointers. For example, one of the key things this class does is disable far pointers when a near pointer is close to an object.

DefaultPrimaryPointerSelector

Default primary pointer selector. The primary pointer is chosen among all interaction enabled ones using the following rules in order:

  1. Currently pressed pointer that has been pressed for the longest
  2. Pointer that was released most recently
  3. Pointer that became interaction enabled most recently
DefaultRaycastProvider

The default implementation of IMixedRealityRaycastProvider.

DictationEventData

Describes an Input Event with voice dictation.

DictationHandler

Script used to start and stop recording sessions in the current dictation system and report the transcribed text via UnityEvents. For this script to work, a dictation system like 'Windows Dictation Input Provider' must be added to the Data Providers in the Input System profile.

DictationHandler.StringUnityEvent
EyeTrackingTarget

A game object with the "EyeTrackingTarget" script attached reacts to being looked at independent of other available inputs.

FingerCursor

Cursor used to aide in near finger interactions.

FocusEventData

Describes an Input Event associated with a specific pointer's focus state change.

FocusHandler

Utility component to hook up Unity events to the OnFocusEnter and OnFocusExit events.

FocusProvider

The focus provider handles the focused objects per input source.

GazePointerVisibilityStateMachine

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.

GazeProvider

This class provides Gaze as an Input Source so users can interact with objects using their head.

GenericOpenVRControllerDefinition
GenericPointer

Base Class for pointers that don't inherit from MonoBehaviour.

GGVPointer

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.

HandBounds

Utility behavior to access the axis aligned bounds of IMixedRealityHands (or the proxy visualizer of IMixedRealityControllers).

HandJointService
HandJointUtils
HandMeshInfo

Stores pointers and transform information for Hand Mesh data provided by current platform. This is the data container for the IMixedRealityHandMeshHandler input system event interface.

HandRay
HandTrackingInputEventData
HPMotionControllerDefinition
InputActionHandler

Script used to handle input action events. Invokes Unity events when the configured input action starts or ends.

InputActionUnityEvent

Unity event for input action events. Contains the data of the input event that triggered the action.

InputAnimation

Contains a set of animation curves that describe motion of camera and hands.

InputAnimation.PoseCurves
InputAnimationMarker

A used-defined marker on the input animation timeline.

InputAnimationSerializationUtils

Functions for serializing input animation data to and from binary files.

InputEventData

Describes an Input Event that has a source id.

InputEventData<T>

Describes and input event with a specific type.

InputPlaybackService

Plays back input animation via the input simulation system.

InputRayUtils

Utilities for accessing position, rotation of rays.

InputRecordingBuffer

Container used to efficiently store a sequence of input animation keyframes while recording

InputRecordingBuffer.Keyframe

The input state for a single frame

InputRecordingService

Provides input recording into an internal buffer and exporting to files.

InputSimulationIndicators

A row of indicator buttons to control input simulation features.

InputSimulationService

Service that provides simulated mixed reality input information based on mouse and keyboard input in editor

InputSimulationWindow

Tools for simulating and recording input as well as playing back input animation in the Unity editor.

InputSystemGlobalHandlerListener

This component ensures that input events are forwarded to this component when focus or gaze is not required.

InputSystemGlobalListener

This component ensures that all input events are forwarded to this GameObject when focus or gaze is not required.

InteractiveMeshCursor

A cursor that looks and acts more like the shell cursor. A two part cursor with visual feedback for all cursor states

KeyBindingInspector

Inspector for KeyBindings. This shows a simple dropdown list for selecting a binding, as well as a button for binding keys by pressing them.

KeyBindingPopupWindow

Utility window that listens to input events to set a key binding. Pressing a key or mouse button will define the binding and then immediately close the popup.

KeyInputSystem

Utility class to poll input for key bindings and to simulate key presses Need to add mechanisms to poll and simulate input axis: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/7659

LinePointer

A simple line pointer for drawing lines from the input source origin to the current pointer position.

ManualCameraControl

Class for manually controlling the camera in the Unity editor. Used by the Input Simulation Service.

MeshCursor

Object that represents a cursor in 3D space controlled by gaze.

MixedRealityCanvasInspector

Helper class to get CanvasUtility onto Canvas objects.

MixedRealityControllerAttribute

Attach to a controller device class to make it show up in the controller mapping profile.

MixedRealityControllerInfo

This script keeps track of the GameObjects representations for each button on the Mixed Reality Controllers. It also keeps track of the animation Transforms in order to properly animate according to user input.

MixedRealityControllerMappingProfile

New controller types can be registered by adding the MixedRealityControllerAttribute to the controller class.

MixedRealityControllerModelHelpers

Provides helpers for setting up the controller model with a visualization script.

MixedRealityControllerVisualizationProfile

Profile that determines relevant overrides and properties for controller visualization

MixedRealityControllerVisualizer

The Mixed Reality Visualization component is primarily responsible for synchronizing the user's current input with controller models.

MixedRealityEyeTrackingProfile
MixedRealityGesturesProfile

Configuration profile settings for setting up and consuming Input Actions.

MixedRealityHandTrackingProfile
MixedRealityInputActionMapping

Maps the capabilities of controllers, defining the physical inputs of a controller.

MixedRealityInputActionRulesProfile
MixedRealityInputActionsProfile

Configuration profile settings for setting up and consuming Input Actions.

MixedRealityInputModule
MixedRealityInputModule.PointerData
MixedRealityInputModuleEditor
MixedRealityInputRecordingProfile

Settings for recording input animation assets.

MixedRealityInputSimulationProfile
MixedRealityInputSimulationProfileInspector
MixedRealityInputSystem

The Mixed Reality Toolkit's specific implementation of the IMixedRealityInputSystem

MixedRealityInputSystemProfile

Configuration profile settings for setting up controller pointers.

MixedRealityInteractionMapping

Maps the capabilities of controllers, linking the physical inputs of a controller to a logical construct in a runtime project.

MixedRealityMouseInputProfile
MixedRealityMouseInputProfileInspector
MixedRealityPointerEventData

Describes an Input Event that involves a tap, click, or touch.

MixedRealityPointerProfile

Configuration profile settings for setting up controller pointers.

MixedRealitySpeechCommandsProfile

Configuration profile settings for setting up and consuming Speech Commands.

MouseControllerDefinition

Defines the base interactions and data that an controller can provide.

MouseDelta

Utility struct that provides mouse delta in pixels (screen space), normalized viewport coordinates, and world units.

MousePointer

The MousePointer represents a mouse cursor in world space. It uses spherical movement around the camera. Its movement is bound to screenspace, but based in the delta movement of the computer mouse.

MouseRotationProvider

Utility class to manage toggling of mouse rotation and associated features, such as cursor visibility/locking

NearInteractionGrabbable

Add a NearInteractionGrabbable component to any GameObject that has a collidable on it in order to make that collidable near grabbable.

Any IMixedRealityNearPointer will then dispatch pointer events to the closest near grabbable objects.

Additionally, the near pointer will send focus enter and exit events when the decorated object is the closest object to the near pointer

NearInteractionTouchable

Add a NearInteractionTouchable to your scene and configure a touchable surface in order to get PointerDown and PointerUp events whenever a PokePointer touches this surface.

NearInteractionTouchableInspector
NearInteractionTouchableInspectorBase
NearInteractionTouchableSurface

A near interaction object which is a flat surface and can be pressed in one direction.

NearInteractionTouchableUnityUI

Use a Unity UI RectTransform as touchable surface.

NearInteractionTouchableVolume

Add a NearInteractionTouchableVolume to your scene and configure a touchable volume in order to get PointerDown and PointerUp events whenever a PokePointer collides with this volume.

NearInteractionTouchableVolumeInspector
ObjectCursor

The object cursor can switch between different game objects based on its state. It simply links the game object to set to active with its associated cursor state.

OculusRemoteControllerDefinition
OculusTouchControllerDefinition
PointerClickHandler

This component handles pointer clicks from all types of input sources.

i.e. a primary mouse button click, motion controller selection press, or hand tap.

PointerHandler

Script used to raise Unity Events in response to pointer events.

PointerUnityEvent

Unity event for a pointer event. Contains the pointer event data.

PointerUtils
PokePointer

A near interaction pointer that generates touch events based on touchables in close proximity.

RiggedHandVisualizer

Hand visualizer that controls a hierarchy of transforms to be used by a SkinnedMeshRenderer Implementation is derived from LeapMotion RiggedHand and RiggedFinger and has visual parity

ScreenSpaceMousePointer

Uses the desktop mouse cursor instead of any mouse representation within the scene. Its movement is bound to screenspace.

ShellHandRayPointer

Implementation for default hand ray pointers shipped with MRTK. Primarily used with hands and motion controllers

SimpleHandDefinition
SimulatedArticulatedHand
SimulatedArticulatedHandPoses

This stores the joint pose JSON data that defines various articulated hand gestures for input simulation. The JSON data that defines each joint position and orientation is stored in strings to avoid file loading/targeting during runtime

SimulatedControllerDataProvider

Produces simulated data every frame that defines the position and rotation of the simulated controller.

SimulatedGestureHand
SimulatedHand
SimulatedHandData

Snapshot of simulated hand data.

SimulatedHandDataProvider

Produces simulated data every frame that defines joint positions.

SimulatedHandUtils
SimulatedMotionController
SimulatedMotionControllerData

Snapshot of simulated motion controller data.

SimulatedMotionControllerDataProvider

Produces simulated data every frame that defines the position and rotation of the simulated controller.

SourcePoseEventData<T>

Describes a source change event.

SourceStateEventData

Describes an source state event that has a source id.

SpeechEventData

Describes an input event that involves keyword recognition.

SpeechInputHandler

This component handles the speech input events raised form the IMixedRealityInputSystem.

SpherePointer
SpherePointerGrabPoint
SpherePointerInspector
SpherePointerVisual
SpriteCursor

Object that represents a cursor comprised of sprites and colors for each state

TouchHandler
TouchPointer

Touch Pointer Implementation.

TouchScreenDefinition
ViveKnucklesControllerDefinition
ViveWandControllerDefinition
WindowsMixedRealityControllerDefinition

Defines the interactions and data that a Windows Mixed Reality motion controller can provide.

WindowsMixedRealityControllerVisualizer
WindowsMixedRealityHandRecorder

Record joint positions of a hand and log them for use in simulated hands.

XboxControllerDefinition

Defines the base interactions and data that an controller can provide.

Structs

Headset

The headset definition defines the headset as defined by the SDK / Unity.

InputActionEventPair

Data class that maps MixedRealityInputActions to UnityEvents wired up in the inspector.

InputActionRuleDigital

Generic Input Action Rule for raising actions based on specific criteria.

InputActionRuleDualAxis

Generic Input Action Rule for raising actions based on specific criteria.

InputActionRulePoseAxis

Generic Input Action Rule for raising actions based on specific criteria.

InputActionRuleQuaternionAxis

Generic Input Action Rule for raising actions based on specific criteria.

InputActionRuleSingleAxis

Generic Input Action Rule for raising actions based on specific criteria.

InputActionRuleVectorAxis

Generic Input Action Rule for raising actions based on specific criteria.

KeyBinding

Identifier of a key combination or mouse button for generic input binding.

KeywordAndResponse

Keyword/UnityEvent pair that ties voice input to UnityEvents wired up in the inspector.

MeshCursor.MeshCursorDatum
MixedRealityControllerMapping

Used to define a controller or other input device's physical buttons, and other attributes.

MixedRealityControllerVisualizationSetting

Used to define a controller's visualization settings.

MixedRealityGestureMapping

Data structure for mapping gestures to MixedRealityInputActions that can be raised by the Input System.

MixedRealityInputAction

An Input Action for mapping an action to an Input Sources Button, Joystick, Sensor, etc.

MixedRealityInputDataProviderConfiguration
MixedRealityInteractionMappingLegacyInput

Represents the subset of data held by a MixedRealityInteractionMapping that represents Unity's legacy input system.

MixedRealityRaycastHit

The resulting hit information from an IMixedRealityRaycastProvider.

ObjectCursor.ObjectCursorDatum
PointerOption

Defines a pointer option to assign to a controller.

SimulatedMotionControllerButtonState

Struct storing the states of buttons on the motion controller

SpeechCommands

Data structure for mapping Voice and Keyboard input to MixedRealityInputActions that can be raised by the Input System.

SpriteCursor.SpriteCursorDatum

Interfaces

ICursorModifier

Interface for cursor modifiers that can modify a GameObject's properties.

IHandRay

Interface defining a hand ray, which is used by far pointers to direct interactions. Implementations of this class are managed and updated by a BaseHand implementation.

IInputActionRule<T>

Interface for defining Input Action Rules

IInputSimulationService
IMixedRealityBaseInputHandler

Base interface for all input handlers. This allows us to use ExecuteEvents.ExecuteHierarchy<IMixedRealityBaseInputHandler> to send an event to all input handling interfaces.

IMixedRealityController

Mixed Reality Toolkit controller definition, used to manage a specific controller type

IMixedRealityControllerPoseSynchronizer

Basic interface for synchronizing to a controller pose.

IMixedRealityControllerVisualizer
IMixedRealityCursor

Cursor Interface for handling input events and setting visibility.

IMixedRealityDictationHandler

Interface to implement dictation events.

IMixedRealityDictationSystem

Mixed Reality Toolkit controller definition, used to manage a specific controller type

IMixedRealityEyeGazeDataProvider

Provides eye tracking information.

IMixedRealityEyeGazeProvider

Implements the Gaze Provider for an Input Source.

IMixedRealityEyeSaccadeProvider

Provides eye tracking saccade events.

IMixedRealityFocusChangedHandler

Interface to implement to react to focus changed events.

IMixedRealityFocusHandler

Interface to implement to react to focus enter/exit.

IMixedRealityFocusProvider

Implements the Focus Provider for handling focus of pointers.

IMixedRealityGazeProvider

Implements the Gaze Provider for an Input Source.

IMixedRealityGazeProviderHeadOverride

Adds ability to override head gaze on a gaze provider.

IMixedRealityGestureHandler

Interface to implement for generic gesture input.

IMixedRealityGestureHandler<T>

Interface to implement for generic gesture input.

IMixedRealityHand

Hand definition, used to provide access to hand joints and other data.

IMixedRealityHandJointHandler

Interface to implement for hand joint information.

IMixedRealityHandJointService

Mixed Reality Toolkit device definition, used to instantiate and manage a specific device / SDK

IMixedRealityHandMeshHandler

Interface to implement for hand mesh information.

IMixedRealityHandVisualizer

Hand visualization definition, used to provide access to hand joint objects.

IMixedRealityHapticFeedback

Provides access to the haptic capabilities of a device.

IMixedRealityInputActionHandler

Interface to receive input action events.

IMixedRealityInputDeviceManager

Mixed Reality Toolkit input device definition, used to instantiate and manage one or more input devices

IMixedRealityInputHandler

Interface to implement for simple generic input.

IMixedRealityInputHandler<T>

Interface to implement for more complex generic input.

IMixedRealityInputPlaybackService

Plays back input animation via the input simulation system.

IMixedRealityInputRecordingService

Provides input recording into an internal buffer and exporting to files.

IMixedRealityInputSource

Interface for an input source. An input source is the origin of user input and generally comes from a physical controller, sensor, or other hardware device.

IMixedRealityInputSourceDefinition
IMixedRealityInputSystem

Manager interface for a Input system in the Mixed Reality Toolkit All replacement systems for providing Input System functionality should derive from this interface

IMixedRealityMouseDeviceManager

Interface defining a mouse input device manager.

IMixedRealityMousePointer

Interface for handling mouse pointers.

IMixedRealityNearPointer
IMixedRealityPointer

Interface for handling pointers.

IMixedRealityPointerHandler

Interface to implement to react to simple pointer input.

IMixedRealityPointerMediator

Interface for handling groups of pointers resolving conflicts between them. E.g., ensuring that far pointers are disabled when a near pointer is active.

IMixedRealityPrimaryPointerSelector

Interface used by the focus provider to select the pointer that will be considered as primary. The current primary pointer can we obtained via PrimaryPointer or subscribing to the primary pointer changed event via SubscribeToPrimaryPointerChanged(PrimaryPointerChangedHandler, Boolean).

IMixedRealityRaycastProvider

Interface to handle raycasts into the scene. Used by FocusProvider to perform ray and sphere cast queries for pointers.

IMixedRealitySourcePoseHandler

Interface to implement to react to source

IMixedRealitySourceStateHandler

Interface to implement to react to source state changes, such as when an input source is detected or lost.

IMixedRealitySpeechHandler

Interface to implement to react to speech recognition.

IMixedRealitySpeechSystem

Mixed Reality Toolkit controller definition, used to manage a specific controller type

IMixedRealityTeleportPointer
IMixedRealityTouchHandler

Implementation of this interface causes a script to receive notifications of Touch events from HandTrackingInputSources

IMixedRealityTouchPointer

Interface for handling touch pointers.

IPointerPreferences

Provides interface for getting and setting behaviors and possible other settings for pointers in the input system. Behaviors are described based on pointer type and input type, not per pointer. This is to ensure that new pointers that appear maintain consistent behavior.

IPointerResult

Interface defining a pointer result.

Enums

ControllerSimulationMode

Defines for how input simulation handles controllers

CursorContextEnum

Enum for current cursor context

CursorContextInfo.CursorAction
CursorStateEnum

Enum for current cursor state

DeviceInputType

The InputType defines the types of input exposed by a controller. Denoting the available buttons / interactions that a controller supports.

EyeGazeSimulationMode

Defines for how input simulation handles eye gaze

GestureInputType

The GestureInputType defines the types of gestures exposed by a controller.

HandSimulationMode

Defines for how input simulation handles controllers

InputSimulationControlMode

Defines for how input simulation handles movement

InputSimulationWindow.ToolMode
InputSourceType

The InputSourceType defines the types of input sources.

KeyBinding.KeyType

The type of value encoded in the Microsoft.MixedReality.Toolkit.Input.KeyBinding.code property.

KeyBinding.MouseButton

Enum for interpreting the mouse button integer index.

MixedRealityControllerConfigurationFlags

Flags used by MixedRealityControllerAttribute.

MixedRealityControllerInfo.ControllerElementEnum
PointerBehavior

Specifies how a pointer in MRTK's default input system behaves.

SupportedControllerType

The SDKType lists the XR SDKs that are supported by the Mixed Reality Toolkit. Initially, this lists proposed SDKs, not all may be implemented at this time (please see ReleaseNotes for more details)

TouchableEventType

Type of Events to receive from a PokePointer.

Delegates

PrimaryPointerChangedHandler

Delegate type used to handle primary pointer changes. Old and new pointer values can be null to indicate transition from or to no primary pointer, but they won't both be null simultaneously.

SimulatedHandData.HandJointDataGenerator

Generator function producing joint positions and rotations

SimulatedMotionControllerData.MotionControllerPoseUpdater

Delegate to function updating the position and rotation of the motion controller