gaze-buttons

OnPointerEnter is not being called

∥☆過路亽.° 提交于 2020-03-03 09:00:22
问题 I'm trying to animate the button while it is being gazed on. I have got the following code in which I Raycast from a sphere to find the button that it hits. var eventDataCurrentPosition = new PointerEventData(EventSystem.current); eventDataCurrentPosition.position = screenPosition; var results = new List<RaycastResult>(); EventSystem.current.RaycastAll(eventDataCurrentPosition, results); foreach (var result in results) { Debug.Log(result.gameObject.name); } In order to animate the button, I'm

OnPointerEnter is not being called

拥有回忆 提交于 2020-03-03 08:59:24
问题 I'm trying to animate the button while it is being gazed on. I have got the following code in which I Raycast from a sphere to find the button that it hits. var eventDataCurrentPosition = new PointerEventData(EventSystem.current); eventDataCurrentPosition.position = screenPosition; var results = new List<RaycastResult>(); EventSystem.current.RaycastAll(eventDataCurrentPosition, results); foreach (var result in results) { Debug.Log(result.gameObject.name); } In order to animate the button, I'm

Add gaze buttons to scene using A-frame

久未见 提交于 2019-12-08 07:34:15
问题 Is there a way to add gaze buttons in aframe? Note also for a better experience there must be an little progress bar to know how long the user must look to it. I've looked inside the inspector tools but nothing found that works. In this YouTube tutorial, I've found how to add click controls. Is it the same way I could make gaze events? 回答1: You can select an item by gazing at it using the fuse property of the cursor component. Check the A-Frame docs here: https://aframe.io/docs/0.5.0

HoloLens - UI/Slider and Cursor do not intersect during gaze

ⅰ亾dé卋堺 提交于 2019-12-07 19:32:00
问题 I'm trying to use UI/Slider in Unity app for HoloLens. I used the steps described here - Unity UI on the HoloLens So as a result I have following structure: MainCamera properties: SliderCanvas is using MainCamera : Slider properties: InteractiveMeshCursor is taken from HoloToolkit. As a result I'm getting this picture: When I move the head the Cursor behaves correctly - it stays in the middle of the scene. If I add other 3D objects on the Scene it also correctly changes its states so

HoloLens - UI/Slider and Cursor do not intersect during gaze

◇◆丶佛笑我妖孽 提交于 2019-12-06 07:20:27
I'm trying to use UI/Slider in Unity app for HoloLens. I used the steps described here - Unity UI on the HoloLens So as a result I have following structure: MainCamera properties: SliderCanvas is using MainCamera : Slider properties: InteractiveMeshCursor is taken from HoloToolkit. As a result I'm getting this picture: When I move the head the Cursor behaves correctly - it stays in the middle of the scene. If I add other 3D objects on the Scene it also correctly changes its states so GazeManager looks like is working correctly. However I cannot gaze at Slider because it moves with the Camera