private void Update() { using (UpdateConeCastPerfMarker.Auto()) { if (MixedRealityRaycaster.DebugEnabled && gazeTransform != null) { Debug.DrawRay(GazeOrigin, (HitPosition - GazeOrigin), Color.white); } // If flagged to do so (setCursorInvisibleWhenFocusLocked) and active (IsInteractionEnabled), set the visibility to !IsFocusLocked, // but don't touch the visibility when not active or not flagged. if (setCursorInvisibleWhenFocusLocked && coneCastPointer != null && coneCastPointer.IsInteractionEnabled && GazeCursor != null && coneCastPointer.IsFocusLocked == GazeCursor.IsVisible) { GazeCursor.SetVisibility(!coneCastPointer.IsFocusLocked); } // Handle toggling the input source's SourceType based on the current eyetracking mode if (IsEyeTrackingEnabledAndValid) { gazeInputSource.SourceType = InputSourceType.Eyes; } else { gazeInputSource.SourceType = InputSourceType.Head; } } }
void Awake() { if (Instance == null) { Instance = this; } }
void Start() { _gazeCursor = GazeCursor.Instance; _testController = TestController.Instance; Rudder = s3DRudderManager.Instance.GetRudder(0); connector = Connector.getInstance(); connector.AutoConnect(); _pupilTracker.SetShowDot(false); }
private void Update() { if (MixedRealityRaycaster.DebugEnabled && gazeTransform != null) { Debug.DrawRay(GazeOrigin, (HitPosition - GazeOrigin), Color.white); } if (setCursorInvisibleWhenFocusLocked && GazePointer?.IsFocusLocked == GazeCursor?.IsVisible) { GazeCursor.SetVisibility(!GazePointer.IsFocusLocked); } }
private void Update() { if (MixedRealityRaycaster.DebugEnabled && gazeTransform != null) { Debug.DrawRay(GazeOrigin, (HitPosition - GazeOrigin), Color.white); } // If flagged to do so (setCursorInvisibleWhenFocusLocked) and active (IsInteractionEnabled), set the visibility to !IsFocusLocked, // but don't touch the visibility when not active or not flagged. if (setCursorInvisibleWhenFocusLocked && (GazePointer?.IsInteractionEnabled ?? false) && GazePointer?.IsFocusLocked == GazeCursor?.IsVisible) { GazeCursor.SetVisibility(!GazePointer.IsFocusLocked); } }
void Start() { cursorMeshRenderer = gameObject.GetComponent <Renderer>(); mainCamera = Camera.main; Instance = this; }