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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 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
Assert.IsTrue(myPointer.IsInteractionEnabled,$"Pointer {myPointer.PointerName} should be enabled because it is near object inside of FOV. Cube size {cube.transform.localScale} location {cube.transform.position}.");
Assert.IsTrue(myPointer.IsInteractionEnabled,$"Pointer {myPointer.PointerName} should be enabled, cube in front camera. Cube size {cube.transform.localScale} location {cube.transform.position}.");
Assert.IsFalse(myPointer.IsInteractionEnabled,$"Pointer {myPointer.PointerName} should NOT be enabled, cube behind camera. Cube size {cube.transform.localScale} location {cube.transform.position}.");
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// For sphere and poke pointers, test that setting IgnoreCollidersNotInFOV works
Assert.IsTrue(myPointer.IsInteractionEnabled,$"Pointer {myPointer.PointerName} should be enabled because it is near object inside of FOV. Cube size {cube.transform.localScale} location {cube.transform.position}.");
/// Returns true if a collider's bounds is within the camera FOV.
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/// Utilizes a cache to test if this collider has been seen before and returns current frame's calculated result.
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/// NOTE: This is a 'loose' FOV check -- it can return true in cases when the collider is actually not in the FOV
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/// because it does an axis-aligned check when testing for large colliders. So, if the axis aligned bounds are in the bounds of the camera, it will return true.
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/// </summary>
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/// <param name="myCollider">The collider to test</param>
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