Enable or disable pointer with speech
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reference: Microsoft.MixedReality.Toolkit.Input.GazeProvider, Microsoft.MixedReality.Toolkit.Services.InputSystem
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pointerMediator:
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reference: Microsoft.MixedReality.Toolkit.Input.DefaultPointerMediator, Microsoft.MixedReality.Toolkit.SDK
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primaryPointerSelector:
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reference: Microsoft.MixedReality.Toolkit.Input.DefaultPrimaryPointerSelector,
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Microsoft.MixedReality.Toolkit.SDK
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recognitionConfidenceLevel: 1
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speechCommands:
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- localizationKey:
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keyword: Pointer
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@ -0,0 +1,47 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Microsoft.MixedReality.Toolkit;
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using Microsoft.MixedReality.Toolkit.Utilities;
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using Microsoft.MixedReality.Toolkit.Input;
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public class ConfigurePointer : MonoBehaviour
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{
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void Start()
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{
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// PointerUtils.SetMotionControllerRayPointerBehavior(PointerBehavior.AlwaysOff);
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// PointerUtils.SetGazePointerBehavior(PointerBehavior.AlwaysOff);
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// PointerUtils.SetHandRayPointerBehavior(PointerBehavior.AlwaysOff); --> This is the one we want to disable/enable
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}
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// make a toggle method for the hand ray pointer. use a bool to keep track of the state
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// if the bool is true, disable the hand ray pointer
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// if the bool is false, enable the hand ray pointer
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// by default it is true.
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private bool handRayPointerEnabled = true;
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public void ToggleHandRayPointer()
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{
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if (handRayPointerEnabled)
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{
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DisableHandRayPointer();
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handRayPointerEnabled = false;
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}
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else
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{
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EnableHandRayPointer();
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handRayPointerEnabled = true;
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}
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}
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public void EnableHandRayPointer()
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{
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PointerUtils.SetHandRayPointerBehavior(PointerBehavior.AlwaysOn);
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}
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public void DisableHandRayPointer()
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{
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PointerUtils.SetHandRayPointerBehavior(PointerBehavior.AlwaysOff);
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}
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}
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