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Merge pull request #3858 from Microsoft/julenka-patch-1
Pointer documentation improvement
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Documentation/README_Pointers.md

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# Pointers
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![Pointer](../External/ReadMeImages/Pointers/MRTK_Pointer_Main.png)
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A pointer is something attached to a controller that gives focus and dispatches inputs to the game object it is pointing to <sup>[1](https://github.com/luis-valverde-ms/MixedRealityToolkit-Unity/blob/feature/input_docs/Documentation/Input/InputSystem.md)</sup>.
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A pointer is something attached to a controller that gives focus and dispatches inputs to the game object it is pointing to. Learn more about the MRTK input system [here](./Input/Overview.md), and a scripting/engineering overview of pointers [here](./Input/Pointers.md).
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For a game object to be able to receive focus it must have a collider (so it can be hit by physics raycasts) and belong to one of the layers defined in the Pointer Raycast Layer Masks in the Pointer Profile.
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Poke pointer is for near interactions, specifically for touching objects via the hand / controller.
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**NOTE:** Only items with _Near Interaction Touchable_ components will respond to the poke pointer.
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#### Poke Pointer Properties
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- distBack - how far input point can go behind surface before release event occurs
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- distFront - how far input point needs to be in front of surface before press event occurs
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- debounceThreshold - once touching, the distance back hand needs to be pulled from surface before a touch release occurs.
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#### Configuring NearInteractionTouchable
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When configuring your _Near Interaction Touchable_, make sure to configure the _localForward_ parameter to point out of the front of the button or other object you wish to make touchable. Also make sure that the touchable's _bounds_ matches the bounds of your touchable object.
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Other parameters:
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- eventsToReceive - if set to Touch, the object will receive _OnTouchDown_ _OnTouchUpdate_ and _OnTouchUp_ events. If set to pointer, the object will receive _OnPointerDown_ and _OnPointerUp_ events.
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- touchableSurface - use this to help compute the bounds of the surface. Bounds will automatically adjust to the attached BoxCollider, UnityUI element, or can be set manually by adjusting _bounds_.
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- visuals - Game Object used to render finger tip visual (the ring on finger, by default)
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- line - optional line to draw from fingertip to the active input surface.
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### Mouse pointer
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![Mouse Pointer](../External/ReadMeImages/Pointers/MRTK_MousePointer.jpg)
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Mouse pointer is used for interacting with the mouse.
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Mouse pointer is used for interacting with the mouse. This pointer will only be used if the active input is a mouse. By default, the MRTK Profile does not provide a mouse as an input provider, as mouse input is instead used to simulate hand input. You may add a mouse in your MRTK profily by modifying the _Registered Service Providers_ in your MRTK profile.
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### Teleport pointer
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<img src="/External/ReadMeImages/Pointers/MRTK_Pointers_Parabolic.png" width="600">
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Teleport pointer is used for teleportation.
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Teleport pointer is used for teleportation. This pointer will only be active when using a controller that supports teleportation (such as a motion controller like in Oculus, Vive, Windows Mixed Reality).

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