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Assert.IsTrue(myPointer.IsInteractionEnabled,$"Pointer {myPointer.PointerName} should be enabled. Cube size {cube.transform.localScale} location {cube.transform.position}.");
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Assert.IsTrue(myPointer.IsInteractionEnabled,$"Pointer {myPointer.PointerName} should be enabled, cube in front camera. Cube size {cube.transform.localScale} location {cube.transform.position}.");
Assert.IsFalse(myPointer.IsInteractionEnabled,$"Pointer {myPointer.PointerName} should NOT be enabled, cube not in FOV. Cube size {cube.transform.localScale} location {cube.transform.position}.");
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Assert.IsFalse(myPointer.IsInteractionEnabled,$"Pointer {myPointer.PointerName} should NOT be enabled, cube behind camera. Cube size {cube.transform.localScale} location {cube.transform.position}.");
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// For sphere and poke pointers, test that setting IgnoreCollidersNotInFOV works
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if(myPointerisSpherePointerspherePointer)
@@ -174,6 +164,25 @@ public IEnumerator TestPointerFieldOfView()
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GameObject.Destroy(cube);
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}
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/// <summary>
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/// Tests that sphere pointer grabs object when hand is inside a giant grabbable
Assert.IsNotNull(spherePointer,"Right hand does not have a sphere pointer");
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Assert.IsTrue(spherePointer.IsInteractionEnabled,"Sphere pointer should be enabled because it is near grabbable cube and visible, even if inside a giant cube.");
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GameObject.Destroy(cube);
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}
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/// <summary>
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/// Tests that right after being instantiated, the pointer's direction
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/// is in the same general direction as the forward direction of the camera
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