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@@ -146,10 +152,14 @@ public float NearObjectSmoothingFactor
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[Tooltip("Whether to ignore colliders that may be near the pointer, but not actually in the visual FOV. This can prevent accidental grabs, and will allow hand rays to turn on when you may be near a grabbable but cannot see it. Visual FOV is defined by cone centered about display center, radius equal to half display height.")]
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privateboolignoreCollidersNotInFOV=true;
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[SerializeField]
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[Tooltip("Location on the hand where a grasp is triggered (apllies to IMixedRealityHand only)")]
@@ -267,7 +286,7 @@ public bool TryGetNearGraspPoint(out Vector3 result)
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/// <summary>
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/// Because pointers shouldn't be able to interact with objects that are "behind" it, it is necessary to determine the forward axis of the pointer when making interaction checks.
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///
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///
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/// For example, a grab pointer's axis should is the result of Vector3.Lerp(palm forward axis, palm to index finger axis).
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///
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/// This method provides a mechanism to get this normalized forward axis.
@@ -347,7 +366,7 @@ public bool TryGetNormalToNearestSurface(out Vector3 normal)
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privateclassSpherePointerQueryInfo
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{
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/// <summary>
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/// How many colliders are near the point from the latest call to TryUpdateQueryBufferForLayerMask
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/// How many colliders are near the point from the latest call to TryUpdateQueryBufferForLayerMask.
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/// </summary>
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privateintnumColliders;
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@@ -382,7 +401,7 @@ private class SpherePointerQueryInfo
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