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AR Design
UBC EML collab with UBC SALA - visualizing IoT data in AR
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Namespaces | |
| namespace | Examples |
| namespace | Tests |
| namespace | Utilities |
Classes | |
| class | AnimatedCursor |
| Animated cursor is a cursor driven using an animator to inject state information and animate accordingly More... | |
| struct | AnimatorParameter |
| Created a copy of the AnimatorControllerParameter because that class is not Serializable and cannot be modified in the editor. More... | |
| struct | AnimCursorDatum |
| 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. More... | |
| class | AttachToController |
| Waits for a controller to be instantiated, then attaches itself to a specified element More... | |
| class | AttachToControllerEditor |
| class | AxisController |
| AxisController uses the keyboard, mouse, or joystick and allows you to map a 1 axis controller to 1 axis displacement via GetDiplacement1() or to map a 2 axis controller to 2 axis displacement via GetDisplacement2() or to map a 2 axis controller to 2 of the 3 axis displacement via GetDisplacement3() More... | |
| class | BaseInputEventData |
| Base class of all input events. More... | |
| class | BaseInputSource |
| Base class for an input source. More... | |
| class | BaseRayStabilizer |
| A base class for a stabilizer that takes an input position and rotation, and performs operations on them to stabilize, or smooth deltas, in the data. More... | |
| class | BoundingBoxEventData |
| Describes activity of a bounding box rig events. More... | |
| class | ButtonController |
| ButtonController provides a per key or button component for the Manual input Controls in the Unity Editor, used to simulate actual HoloLens behavior. More... | |
| class | CameraMotionInfo |
| CameraMotionInfo calculates the velocity and direction of the camera. More... | |
| class | ControllerFinder |
| ControllerFinder is a base class providing simple event handling for getting/releasing MotionController Transforms More... | |
| class | ControllerFinderEditor |
| class | Cursor |
| Object that represents a cursor in 3D space controlled by gaze. More... | |
| class | CursorModifier |
| Component that can be added to any game object with a collider to modify how a cursor reacts when on that collider. More... | |
| class | CustomInputControl |
| Class for manually controlling inputs when running in the Unity editor. More... | |
| class | CustomInputSelector |
| This class is used to select input for the Editor and applications built outside of the UWP build target. More... | |
| class | CustomInputSource |
| Input source for fake input source information, which gives details about current source state and position. More... | |
| class | DebugInteractionSourcePose |
| Since the InteractionSourcePose is internal to UnityEngine.VR.WSA.Input, this is a fake InteractionSourcePose structure to keep the test code consistent. More... | |
| struct | DebugInteractionSourceState |
| Since the InteractionSourceState is internal to UnityEngine.VR.WSA.Input, this is a fake SourceState structure to keep the test code consistent. More... | |
| class | DictationEventData |
| class | DictationInputManager |
| Singleton class that implements the DictationRecognizer to convert the user's speech to text. The DictationRecognizer exposes dictation functionality and supports registering and listening for hypothesis and phrase completed events. More... | |
| struct | FocusDetails |
| FocusDetails struct contains information about which game object has the focus currently. Also contains information about the normal of that point. More... | |
| class | FocusManager |
| Focus manager is the bridge that handles different types of pointing sources like gaze cursor or pointing ray enabled motion controllers. If you don't have pointing ray enabled controllers, it defaults to GazeManager. More... | |
| class | GamePadEventData |
| class | GamePadHandlerBase |
| class | GamepadInput |
| GamepadInput class maps Xbox GamePad buttons to the GestureRecognizer. Gamepad button A press and release maps to tap gesture. Gamepad button A pressed maps to hold started, completed, canceled gesture. Gamepad button A pressed plus left joystick rotate maps to navigation gesture. More... | |
| class | GamePadInputSource |
| class | GazeManager |
| The gaze manager manages everything related to a gaze ray that can interact with other objects. More... | |
| class | GazeStabilizer |
| GazeStabilizer iterates over samples of Raycast data and helps stabilize the user's gaze for precision targeting. More... | |
| class | HandDraggable |
| Component that allows dragging an object with your hand on HoloLens. Dragging is done by calculating the angular delta and z-delta between the current and previous hand positions, and then repositioning the object based on that. More... | |
| class | HandGuidance |
| Show a hand guidance indicator when the user's hand is close to leaving the camera's view. More... | |
| class | HoldEventData |
| Event dispatched when a hold gesture is detected. More... | |
| interface | IBoundingBoxStateHandler |
| Interface to implement reacting to bounding box rig's activation or deactivation. More... | |
| interface | IControllerInputHandler |
| Interface to implement to react to controller input changes. More... | |
| interface | IControllerTouchpadHandler |
| Interface to implement to react to touchpad controls. More... | |
| interface | ICursor |
| Cursor Interface for handling input events and setting visibility. More... | |
| interface | ICursorModifier |
| Cursor Modifier Interface that provides basic overrides for cursor behavior. More... | |
| interface | IDictationHandler |
| Interface to implement dictation events. More... | |
| interface | IFocusable |
| Interface to implement to react to focus enter/exit. More... | |
| interface | IGamePadHandler |
| interface | IHoldHandler |
| Interface to implement to react to hold gestures. More... | |
| interface | IInputClickHandler |
| Interface to implement to react to simple click input. More... | |
| interface | IInputHandler |
| Interface to implement to react to simple pointer-like input. More... | |
| interface | IInputSource |
| Interface for an input source. An input source can be anything that a user can use to interact with a device. More... | |
| interface | IInputSourceInfoProvider |
| IInputSourceInfoProvider gives you the input source like hands or motion controller. It will also report the source id for that source. More... | |
| interface | IManipulationHandler |
| Interface to implement to react to manipulation gestures. More... | |
| interface | INavigationHandler |
| Interface to implement to react to navigation gestures. More... | |
| class | InputClickedEventData |
| Describes an input event that involves a tap. More... | |
| class | InputEventData |
| Describes an input event that has a source id and a press kind. More... | |
| class | InputManager |
| Input Manager is responsible for managing input sources and dispatching relevant events to the appropriate input handlers. More... | |
| class | InputPositionEventData |
| struct | InputSourceInfo |
| InputSourceInfo gives you the input source like hands or motion controller. It will also report the source id for that source. More... | |
| class | InputSourcePointer |
| Class implementing IPointingSource to demonstrate how to create a pointing source. This is consumed by SimpleSinglePointerSelector. More... | |
| class | InteractionInputSource |
| Input source for gestures and interaction source information from the WSA APIs, which gives access to various system-supported gestures and positional information for the various inputs that Windows gestures supports. This is mostly a wrapper on top of GestureRecognizer and InteractionManager. More... | |
| class | InteractiveMeshCursor |
| A cursor that looks and acts more like the shell cursor. A two part cursor with visual feedback for all cursor states More... | |
| interface | IPointerSpecificFocusable |
| Interface to implement to react to per-pointer focus enter/exit. More... | |
| interface | IPointingSource |
| Implement this interface to register your pointer as a pointing source. This could be gaze based or motion controller based. More... | |
| interface | ISelectHandler |
| Interface to implement to react to select pressed changes. More... | |
| interface | ISourcePositionHandler |
| Interface to implement to react to source position changes. More... | |
| interface | ISourceRotationHandler |
| Interface to implement to react to source rotation changes. More... | |
| interface | ISourceStateHandler |
| Interface to implement to react to source state changes, such as when an input source is detected or lost. More... | |
| interface | ISpeechHandler |
| Interface to implement to react to speech recognition. More... | |
| interface | IXboxControllerHandler |
| class | KeyboardManager |
| KeyboardManager allows other scripts to register for (or inject) key events. More... | |
| struct | KeywordAndKeyCode |
| class | KeywordAndKeyCodeDrawer |
| class | ManipulationEventData |
| Describes an input event that involves content manipulation. More... | |
| class | ManualGazeControl |
| Class for manually controlling the camera when not running on HoloLens (in editor). Attach to same main camera game object. More... | |
| class | MeshCursor |
| Object that represents a cursor in 3D space controlled by gaze. More... | |
| class | MicStream |
| class | MixedRealityCameraManager |
| This script tells you if your head mounted display (HMD) is a transparent device or an occluded device. Based on those values, you can customize your camera settings. It also fires an OnDisplayDetected event. More... | |
| class | MixedRealityTeleport |
| Script teleports the user to the location being gazed at when Y was pressed on a Gamepad. More... | |
| class | MixedRealityTeleportEditor |
| class | MotionControllerInfo |
| This script keeps track of the GameObjects for each button on the controller. It also keeps track of the animation Transforms in order to properly animate according to user input. More... | |
| class | MotionControllerVisualizer |
| This script spawns a specific GameObject when a controller is detected and animates the controller position, rotation, button presses, and thumbstick/touchpad interactions, where applicable. More... | |
| class | NavigationEventData |
| Describes an input event that involves content navigation. More... | |
| class | 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. More... | |
| class | PointerInputEventData |
| Describes a Unity pointer event that was generated by a specific input source and ID. More... | |
| class | PointerLine |
| class | PointerResult |
| class | PointerSpecificEventData |
| Event dispatched associated with a specific pointer. More... | |
| class | RawInteractionInputSource |
| Input source for raw interactions sources information, which gives finer details about current source state and position than the standard GestureRecognizer. This mostly allows users to access the source up/down and detected/lost events, which are not communicated as part of standard Windows gestures. More... | |
| class | RegisterPointableCanvas |
| Script to register a Canvas component so it's capable of being focused at for 'point and commit' scenarios. More... | |
| class | SelectPressedEventData |
| Describes an input event that involves a select press. More... | |
| class | SetGlobalListener |
| Register this game object on the InputManager as a global listener. More... | |
| class | SimpleSinglePointerSelector |
| Script shows how to create your own 'point and commit' style pointer which can steal cursor focus using a pointing ray supported motion controller. This class uses the InputSourcePointer to define the rules of stealing focus when a pointing ray is detected with a motion controller that supports pointing. More... | |
| class | SourcePositionEventData |
| Describes an input event that a source moving. More... | |
| class | SourceRotationEventData |
| Describes an input event that involves a source's rotation changing. More... | |
| class | SourceStateEventData |
| Describes an source state event that has a source id. More... | |
| class | SpeechEventData |
| Describes an input event that involves keyword recognition. More... | |
| class | SpeechInputHandler |
| class | SpeechInputHandlerEditor |
| class | SpeechInputSource |
| SpeechInputSource allows you to specify keywords and methods in the Unity Inspector, instead of registering them explicitly in code. This also includes a setting to either automatically start the keyword recognizer or allow your code to start it. More... | |
| class | SpeechInputSourceEditor |
| class | SpeechKeywordRecognizedEventData |
| Describes an input event that involves keyword recognition. More... | |
| class | SpriteCursor |
| Object that represents a cursor comprised of sprites and colors for each state More... | |
| class | TouchscreenInputSource |
| Input source supporting basic touchscreen input: More... | |
| class | TriggerButton |
| Very simple class that implements basic logic for a trigger button. More... | |
| struct | XboxControllerData |
| Data class that carries the input data for the event handler. More... | |
| class | XboxControllerEventData |
| class | XboxControllerHandlerBase |
| class | XboxControllerInputSource |
| Xbox Controller support. More... | |
| class | XboxControllerInputSourceEditor |
| class | XboxControllerMapping |
| Defines the controller mapping for the input source. More... | |
|
strong |
Enum for current cursor state
| Enumerator | |
|---|---|
| None | Useful for releasing external override. See |
| Observe | Not IsHandVisible |
| ObserveHover | Not IsHandVisible AND not IsInputSourceDown AND TargetedObject exists |
| Interact | IsHandVisible AND not IsInputSourceDown AND TargetedObject is NULL |
| InteractHover | IsHandVisible AND not IsInputSourceDown AND TargetedObject exists |
| Select | IsHandVisible AND IsInputSourceDown |
| Release | Available for use by classes that extend Cursor. No logic for setting Release state exists in the base Cursor class. |
| Contextual | Allows for external override |
Definition at line 9 of file CursorStateEnum.cs.
| Enumerator | |
|---|---|
| Other | |
| Hand | |
| Voice | |
| Controller | |
Definition at line 6 of file InteractionSourceInfo.cs.
| Enumerator | |
|---|---|
| None | |
| Select | |
| Menu | |
| Grasp | |
| Touchpad | |
| Thumbstick | |
Definition at line 6 of file InteractionSourcePressInfo.cs.
|
strong |
Flags used to indicate which input information is supported by an input source.
| Enumerator | |
|---|---|
| None | |
| Position | |
| PointerPosition | |
| Rotation | |
| PointerRotation | |
| Pointing | |
| Thumbstick | |
| Touchpad | |
| Select | |
| Menu | |
| Grasp | |
| GripPosition | |
| GripRotation | |
Definition at line 12 of file SupportedInputInfo.cs.
Xbox Controller axis and button types.
Definition at line 12 of file XboxControllerMappingTypes.cs.