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This prefab is used when you want to enable teleporting on mixed reality enabled occluded devices, as well as motion controller visualization.
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In order to prevent the MainCamera position from being overwritten in the next update we use a parent GameObject.
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### [Scripts](Scripts)
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Scripts related to the input features.
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##### ControllerVisualizer.cs
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Use this to visualize a 6DoF controller in your application. Add this script to a GameObject at the root of your scene and add a model prefabto be used to represent the controller.
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Use this to visualize a 6DoF controller in your application. Add this script to a GameObject as a child of the MainCamera, or use the MixedRealityCameraParentWithControllers prefab. Either specify a shader to use for the [glTF](https://www.khronos.org/gltf) model or add GameObject overrides to represent the controllers.
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-**controllerModel** A prefab to spawn to represent the controllers. This will automatically move and reorient when the controller is moved.
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-**leftControllerOverride**[Optional] A prefab to spawn to represent the left controller. This will automatically move and reorient when the controller is moved.
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-**rightControllerOverride**[Optional] A prefab to spawn to represent the right controller. This will automatically move and reorient when the controller is moved.
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-**touchpadTouchedOverride**[Optional] A prefab to spawn to represent the user's touch location on the touchpad. This will automatically move when the user moves their touch location. Default is a sphere.
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-**GLTFShader**[Optional, if using overrides] If using the controller's built-in [glTF](https://www.khronos.org/gltf) model, this will be the shader applied to the resulting GameObject.
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##### ControllerDebug.cs
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This can be used to load a [glTF](https://www.khronos.org/gltf) file in the editor, as well as displaying input and source data from motion controllers on a text panel for debugging purposes on the device.
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-**LoadGLTFFile** A boolean to specify if a glTF file should be loaded from StreamingAssets.
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-**GLTFName** The name of the GLTF file to be loaded from StreamingAssets.
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-**touchpadTouchedOverride**[Optional] A prefab to spawn on the touchpad of the glTF file specified. Default is a sphere.
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-**GLTFShader**[Optional, if not loading a glTF model] If loading a [glTF](https://www.khronos.org/gltf) model, this will be the shader applied to the resulting GameObject.
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-**TextPanel** This is the text display where controller state info will be logged, for on-device debugging purposes.
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##### SetGlobalListener.cs
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Add this to a GameObject to register it as a global listener on the InputManager. This means it will receive events from the InputManager even while not focused.
@@ -421,6 +436,9 @@ This scene shows how to manually control the camera. The script is on the main
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#### MicrophoneStream.unity
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Example usage of MicStream.cs to select and record beam-formed audio from the hololens. In editor, the script lets you choose if you want to beam-form capture on voice or on the room. When running, press 'Q' to start the stream you selected, 'W' will stop the stream, 'A' starts recording a wav file, and 'S' stops the recording, saves it to your Music library, and prints the full path of the audio clip.
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#### MotionControllerTest.unity
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This scene shows how to render motion controllers in your app. It also contains a debug panel to help diagnose the state of a connected controller.
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#### SelectedObjectKeywords.unity
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Example on how to send keyword messages to currently selected dynamically instantiated object.
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Gazing on an object and saying "Select Object" will persistently select that object for interaction with voice commands,
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