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Add public accessors for BaseCursor fields
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  • Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/Cursors

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Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/Cursors/BaseCursor.cs

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@@ -20,23 +20,68 @@ public class BaseCursor : InputSystemGlobalListener, IMixedRealityCursor
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[Tooltip("The distance from the hit surface to place the cursor")]
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private float surfaceCursorDistance = 0.02f;
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/// <summary>
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/// When lerping, use unscaled time. This is useful for games that have a pause mechanism or otherwise adjust the game timescale.
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/// </summary>
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public bool UseUnscaledTime
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{
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get { return useUnscaledTime; }
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set { useUnscaledTime = value; }
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}
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[Header("Motion")]
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[SerializeField]
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[Tooltip("When lerping, use unscaled time. This is useful for games that have a pause mechanism or otherwise adjust the game timescale.")]
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private bool useUnscaledTime = true;
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/// <summary>
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/// Blend value for surface normal to user facing lerp.
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/// </summary>
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public float PositionLerpTime
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{
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get { return positionLerpTime; }
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set { positionLerpTime = value; }
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}
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[SerializeField]
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[Tooltip("Blend value for surface normal to user facing lerp")]
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private float positionLerpTime = 0.01f;
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/// <summary>
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/// Blend value for surface normal to user facing lerp.
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/// </summary>
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public float ScaleLerpTime
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{
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get { return scaleLerpTime; }
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set { scaleLerpTime = value; }
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}
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[SerializeField]
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[Tooltip("Blend value for surface normal to user facing lerp")]
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private float scaleLerpTime = 0.01f;
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/// <summary>
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/// Blend value for surface normal to user facing lerp.
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/// </summary>
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public float RotationLerpTime
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{
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get { return rotationLerpTime; }
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set { rotationLerpTime = value; }
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}
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[SerializeField]
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[Tooltip("Blend value for surface normal to user facing lerp")]
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private float rotationLerpTime = 0.01f;
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/// <summary>
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/// Blend value for surface normal to user facing lerp.
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/// </summary>
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public float LookRotationBlend
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{
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get { return lookRotationBlend; }
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set { lookRotationBlend = value; }
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}
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[Range(0, 1)]
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[SerializeField]
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[Tooltip("Blend value for surface normal to user facing lerp")]

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