Closed IssueSyncBot closed 1 year ago
Zee2
You can use IsGazeHovered.
pajama
@Zee2 Thanks for responding!
In the statevisualizer I hooked up the same animation to PassiveHover as the one in ActiveHover, but it still doesn't trigger any animation with just gaze.
I did validate that IsGazeHovered is firing on the PressableButton, I'm just not sure how to get that event to trigger the hover animation on the statevisualizer. I want to use the same playable api. Is that possible, or do I need a completely separate animation setup to do this?
Zee2
The animation should work in PassiveHover on StateVisualizer; that's actually how we already drive the subtle content "bump" that appears when you gaze at a button without your hand up. If that didn't work, you wouldn't see any of the buttons animate when you gazed at them. Curious what is causing that not to work for you... have you tried removing your animation from ActiveHover and putting it in PassiveHover exclusively?
Original issue opened by:
Currently GazeActiveHover is only triggered if a hand is tracked. How do I trigger these state events on buttons without tracking the hand.
HL2
Unity editor version
2020.3.38f1
Mixed Reality Toolkit release version
MRTK3.pre11
Thank you!
ISSUE MIGRATION
Issue migrated from: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/11107