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MRTK 2.6 以降のドキュメントについては、公式の Microsoft ドキュメント を参照してください。

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    Class ShellHandRayPointer

    Implementation for default hand ray pointers shipped with MRTK. Primarily used with hands and motion controllers

    Inheritance
    Object
    InputSystemGlobalHandlerListener
    ControllerPoseSynchronizer
    BaseControllerPointer
    LinePointer
    ShellHandRayPointer
    Implements
    IMixedRealityControllerPoseSynchronizer
    IMixedRealitySourcePoseHandler
    IMixedRealitySourceStateHandler
    IMixedRealityInputHandler
    IMixedRealityBaseInputHandler
    IMixedRealityInputHandler<Single>
    IMixedRealityInputHandler<Vector2>
    IMixedRealityInputHandler<Vector3>
    IMixedRealityInputHandler<Quaternion>
    IMixedRealityInputHandler<MixedRealityPose>
    IEventSystemHandler
    IMixedRealityPointer
    IEqualityComparer
    Inherited Members
    LinePointer.LineColorSelected
    LinePointer.LineColorValid
    LinePointer.LineColorInvalid
    LinePointer.LineColorNoTarget
    LinePointer.LineColorLockFocus
    LinePointer.LineBase
    LinePointer.LineRenderers
    LinePointer.IsInteractionEnabled
    LinePointer.OnDisable()
    LinePointer.OnPreSceneQuery()
    LinePointer.PostUpdateLineRenderers()
    LinePointer.UpdateRays()
    LinePointer.SetLinePoints(Vector3, Vector3)
    BaseControllerPointer.DisableCursorOnStart
    BaseControllerPointer.raycastOrigin
    BaseControllerPointer.pointerAction
    BaseControllerPointer.IsSelectPressed
    BaseControllerPointer.HasSelectPressedOnce
    BaseControllerPointer.IsHoldPressed
    BaseControllerPointer.SetCursor(GameObject)
    BaseControllerPointer.Controller
    BaseControllerPointer.PointerId
    BaseControllerPointer.PointerName
    BaseControllerPointer.InputSourceParent
    BaseControllerPointer.BaseCursor
    BaseControllerPointer.CursorModifier
    BaseControllerPointer.IsActive
    BaseControllerPointer.IsFocusLocked
    BaseControllerPointer.IsTargetPositionLockedOnFocusLock
    BaseControllerPointer.PointerExtent
    BaseControllerPointer.DefaultPointerExtent
    BaseControllerPointer.Rays
    BaseControllerPointer.PrioritizedLayerMasksOverride
    BaseControllerPointer.FocusTarget
    BaseControllerPointer.Result
    BaseControllerPointer.RayStabilizer
    BaseControllerPointer.SceneQueryType
    BaseControllerPointer.SphereCastRadius
    BaseControllerPointer.Position
    BaseControllerPointer.Rotation
    BaseControllerPointer.OnPreCurrentPointerTargetChange()
    BaseControllerPointer.Reset()
    BaseControllerPointer.Equals(Object)
    BaseControllerPointer.GetHashCode()
    BaseControllerPointer.OnSourceLost(SourceStateEventData)
    BaseControllerPointer.OnInputUp(InputEventData)
    BaseControllerPointer.OnInputDown(InputEventData)
    ControllerPoseSynchronizer.Handedness
    ControllerPoseSynchronizer.DestroyOnSourceLost
    ControllerPoseSynchronizer.IsTracked
    ControllerPoseSynchronizer.TrackingState
    ControllerPoseSynchronizer.UseSourcePoseData
    ControllerPoseSynchronizer.PoseAction
    ControllerPoseSynchronizer.RegisterHandlers()
    ControllerPoseSynchronizer.UnregisterHandlers()
    ControllerPoseSynchronizer.OnSourceDetected(SourceStateEventData)
    ControllerPoseSynchronizer.OnSourcePoseChanged(SourcePoseEventData<TrackingState>)
    ControllerPoseSynchronizer.OnSourcePoseChanged(SourcePoseEventData<Vector2>)
    ControllerPoseSynchronizer.OnSourcePoseChanged(SourcePoseEventData<Vector3>)
    ControllerPoseSynchronizer.OnSourcePoseChanged(SourcePoseEventData<Quaternion>)
    ControllerPoseSynchronizer.OnSourcePoseChanged(SourcePoseEventData<MixedRealityPose>)
    ControllerPoseSynchronizer.OnInputChanged(InputEventData<Single>)
    ControllerPoseSynchronizer.OnInputChanged(InputEventData<Vector2>)
    ControllerPoseSynchronizer.OnInputChanged(InputEventData<Vector3>)
    ControllerPoseSynchronizer.OnInputChanged(InputEventData<Quaternion>)
    ControllerPoseSynchronizer.OnInputChanged(InputEventData<MixedRealityPose>)
    InputSystemGlobalHandlerListener.EnsureInputSystemValid()
    Namespace: Microsoft.MixedReality.Toolkit.Input
    Assembly: cs.temp.dll.dll
    Syntax
    public class ShellHandRayPointer : LinePointer, IMixedRealityControllerPoseSynchronizer, IMixedRealitySourcePoseHandler, IMixedRealitySourceStateHandler, IMixedRealityInputHandler, IMixedRealityBaseInputHandler, IMixedRealityInputHandler<float>, IMixedRealityInputHandler<Vector2>, IMixedRealityInputHandler<Vector3>, IMixedRealityInputHandler<Quaternion>, IMixedRealityInputHandler<MixedRealityPose>, IEventSystemHandler, IMixedRealityPointer, IEqualityComparer

    Methods

    OnEnable()

    Declaration
    protected override void OnEnable()
    Overrides
    LinePointer.OnEnable()

    OnPostSceneQuery()

    Called after performing the scene query.

    Declaration
    public override void OnPostSceneQuery()
    Overrides
    LinePointer.OnPostSceneQuery()

    PreUpdateLineRenderers()

    Declaration
    protected override void PreUpdateLineRenderers()
    Overrides
    LinePointer.PreUpdateLineRenderers()

    Start()

    Declaration
    protected override void Start()
    Overrides
    BaseControllerPointer.Start()

    Implements

    IMixedRealityControllerPoseSynchronizer
    IMixedRealitySourcePoseHandler
    IMixedRealitySourceStateHandler
    IMixedRealityInputHandler
    IMixedRealityBaseInputHandler
    IMixedRealityInputHandler<T>
    IMixedRealityInputHandler<T>
    IMixedRealityInputHandler<T>
    IMixedRealityInputHandler<T>
    IMixedRealityInputHandler<T>
    IEventSystemHandler
    IMixedRealityPointer
    IEqualityComparer
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