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Fix issue with the HandMenu not working in new controllerless rig (#864)
* Fix issue with the HandMenu not working in new controllerless rig * Simplifying change to avoid adding assembly dependency. * Missed removing uncessary using statement at top. * Forget ?? default in case action is null --------- Co-authored-by: Adam Mollis <[email protected]>
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org.mixedrealitytoolkit.spatialmanipulation/Solvers/HandConstraintPalmUp.cs

Lines changed: 7 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -296,14 +296,16 @@ private bool IsUserGazeMeetingThresholdRequirements(XRNode hand)
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#pragma warning restore CS0618
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else if (TrackedPoseDriverLookup != null)
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{
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InputTrackingState gazeTrackingStateInput = (InputTrackingState)TrackedPoseDriverLookup.GazeTrackedPoseDriver.trackingStateInput.action.ReadValue<int>();
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if (TrackedPoseDriverLookup.GazeTrackedPoseDriver != null &&
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gazeTrackingStateInput.HasFlag(InputTrackingState.Position) &&
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InputTrackingState gazeTrackingStateInput = TrackedPoseDriverLookup.GazeTrackedPoseDriver != null ?
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(InputTrackingState)(TrackedPoseDriverLookup.GazeTrackedPoseDriver.trackingStateInput.action?.ReadValue<int>() ?? default) :
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InputTrackingState.None;
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if (gazeTrackingStateInput.HasFlag(InputTrackingState.Position) &&
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gazeTrackingStateInput.HasFlag(InputTrackingState.Rotation))
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{
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gazeRay = new Ray(
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TrackedPoseDriverLookup.transform.position,
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TrackedPoseDriverLookup.transform.forward);
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TrackedPoseDriverLookup.GazeTrackedPoseDriver.transform.position,
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TrackedPoseDriverLookup.GazeTrackedPoseDriver.transform.forward);
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usedEyeGaze = true;
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}
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else

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