Cursor
: GameObject |
The game object used to represent the cursor which is placed on the canvas where the ray intersects it.
Signature
GameObject Cursor |
CursorFill
: SpriteRenderer |
The sprite object that will be displayed on the cursor when the ray cast is active.
Being active can come from button or trigger input from controllers or pinch input from hand tracking.
Signature
SpriteRenderer CursorFill |
DefaultLength
: float |
The default length of the ray cast object.
Signature
float DefaultLength |
NormalMaterial
: Material |
The default material used for the ray cast object.
Signature
Material NormalMaterial |
PinchMaterial
: Material |
The material used for the ray cast object when it's active.
Being active can come from button or trigger input from controllers or pinch input from hand tracking.
Signature
Material PinchMaterial |
Renderer
: MeshRenderer |
Reference to the mesh renderer that is used to render the visible ray cast.
Signature
MeshRenderer Renderer |
UpdatePointerRay
(
rayData
)
|
Updates the ray cast pointer with the provided ray data.
This function will update properties on the ray and cursor based on OVRInputRayData.IsActive and OVRInputRayData.IsOverCanvas.
Signature
void UpdatePointerRay(OVRInputRayData rayData) Parameters rayData: OVRInputRayDataReturns void |