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Copy file name to clipboardExpand all lines: Assets/HoloToolkit/Input/README.md
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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 prefab to be used to represent the controller.
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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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##### 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.
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#### Cursor
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##### AnimatedCursor.cs
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Animated cursor is a cursor driven using an animator to inject state information and animate accordingly.
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##### KeywordManager.cs
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Allows you to specify keywords and methods in the Unity Inspector, instead of registering them explicitly in code.
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**_KeywordsAndResponses_** Set the size as the number of keywords you'd like to listen for, then specify the keywords and method responses to complete the array.
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-**_KeywordsAndResponses_** Set the size as the number of keywords you'd like to listen for, then specify the keywords and method responses to complete the array.
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**RecognizerStart** Set this to determine whether the keyword recognizer will start immediately or if it should wait for your code to tell it to start.
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-**RecognizerStart** Set this to determine whether the keyword recognizer will start immediately or if it should wait for your code to tell it to start.
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##### SpeechInputSource.cs
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Allows you to specify keywords and keyboard shortcuts in the Unity Inspector, instead of registering them explicitly in code. Keywords are handled by scripts that implement ISpeechHandler.cs.
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Check out Assets/HoloToolkit/Input/Tests/Scripts/SphereKeywords.cs and Assets/HoloToolkit/Input/Tests/Scripts/SphereGlobalKeywords.cs for an example of implementing these features, which is used in the demo scene at Assets/HoloToolkit/Input/Tests/SpeechInputSource.unity.
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**_KeywordsAndKeys_** Set the size as the number of keywords you'd like to listen for, then specify the keywords to complete the array.
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-**_KeywordsAndKeys_** Set the size as the number of keywords you'd like to listen for, then specify the keywords to complete the array.
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**RecognizerStart** Set this to determine whether the keyword recognizer will start immediately or if it should wait for your code to tell it to start.
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-**RecognizerStart** Set this to determine whether the keyword recognizer will start immediately or if it should wait for your code to tell it to start.
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##### ISpeechHandler.cs
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Interface that a game object can implement to react to speech keywords.
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