Tracking Target Class
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
A game object with the "EyeTrackingTarget" script attached reacts to being looked at independent of other available inputs.
public ref class EyeTrackingTarget : Microsoft::MixedReality::Toolkit::Input::InputSystemGlobalHandlerListener, Microsoft::MixedReality::Toolkit::Input::IMixedRealityPointerHandler, Microsoft::MixedReality::Toolkit::Input::IMixedRealitySpeechHandler, UnityEngine::EventSystems::IEventSystemHandler
[UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/EyeTrackingTarget")] public class EyeTrackingTarget : Microsoft.MixedReality.Toolkit.Input.InputSystemGlobalHandlerListener, Microsoft.MixedReality.Toolkit.Input.IMixedRealityPointerHandler, Microsoft.MixedReality.Toolkit.Input.IMixedRealitySpeechHandler, UnityEngine.EventSystems.IEventSystemHandler
[<UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/EyeTrackingTarget")>] type EyeTrackingTarget = class inherit InputSystemGlobalHandlerListener interface IMixedRealityPointerHandler interface IEventSystemHandler interface IMixedRealitySpeechHandler interface IMixedRealityBaseInputHandler
Public Class EyeTrackingTarget Inherits InputSystemGlobalHandlerListener Implements IEventSystemHandler, IMixedRealityPointerHandler, IMixedRealitySpeechHandler
If true, the eye cursor (if enabled) will snap to the center of this object.
Returns true if the user has been looking at the target for a certain amount of time specified by dwellTimeInSec.
Returns true if the user looks at the target or more specifically when the eye gaze ray intersects with the target's bounding box.
EyeTrackingTarget eye gaze is currently looking at. null if currently gazed at object has no EyeTrackingTarget, or if no object with collider is being looked at.
The point in space where the eye gaze hit. set to the origin if the EyeGazeProvider is not currently enabled
GameObject eye gaze is currently targeting, updated once per frame. null if no object with collider is currently being looked at.
Event is triggered when the target has been looked at for a given predefined duration (dwellTimeInSec).
Event is triggered when the user starts to look at the target.
Event to be triggered when the user is looking away from the target.
Event is triggered when the looked at target is selected.
Event is triggered when the RaiseEventManually_TapDown is called.
Event is triggered when the RaiseEventManually_TapUp is called.
Most recently selected target, selected either using pointer or voice.
Event is triggered when the user continues to look at the target.
A task that will only complete when the input system has in a valid state.(Inherited from InputSystemGlobalHandlerListener)
|OnEnable()||(Inherited from InputSystemGlobalHandlerListener)|
Overload this method to specify, which global events component wants to listen to. Use RegisterHandler API of InputSystem
Overload this method to specify, which global events component should stop listening to. Use UnregisterHandler API of InputSystem