Closed hermann-noll closed 9 months ago
Hi, thanks for reporting this issue.
Does this issue still occur when your ObjectManipulator
is not inside a Canvas? We'd like to figure out if this behavior is unique to your situation where the ObjectManipulator
is nested inside of a canvas, vs a more general issue with our event system.
Also, is it possible in your use case to avoid nesting the ObjectManipulator
inside the canvas? We haven't done much testing on grabbables inside canvases. This isn't to say we don't support it, but it isn't one of our expected usages. More information on this would be greatly appreciated! 🚀
Yes in my tests the ObjectManipulator
reacted to the poke pointer only when nested inside a canvas; in the same scene with equal configuration but without a parent canvas the ObjectManipulator
reacted correctly.
As far as I see there is no technical reason the ObjectManipulator
could be moved outside of the canvas. However this would require major restructuring on our side (thanks to Unity's limitations in regards to prefabs).
@RogPodge Is this something you might want to take a look at? You came to mind w.r.t. your work on multiple pointers/pointer architecture, but if it's not a good fit let me know.
I can keep this in mind as we start updating our interactables infrastructure, though I'm not sure there's anything specifically pointer related going on here. Maybe it has something to do with the Physics layers?
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We appreciate your feedback and thank you for reporting this issue.
Microsoft Mixed Reality Toolkit version 2 (MRTK2) is currently in limited support. This means that Microsoft is only fixing high priority security issues. Unfortunately, this issue does not meet the necessary priority and will be closed. If you strongly feel that this issue deserves more attention, please open a new issue and explain why it is important.
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Describe the bug
The
ObjectManipulator
should not be affected by thePokePointer
, although not explicitly stated in the documentation this is the default behavior in the MRTK examples and is also stated by a comment in theObjectManipulator
source itself. However if a defaultObjectManipulator
along with aNearInteractionGrabbable
is added to a UnityUI object that is part of a MRTK canvas withNearInteractionTouchableUnityUI.EventsToReceive
set toPointer
(in order to use the Unity-built-in components) this is no longer the case - poking the object alone will move the object around.To reproduce
NearInteractionTouchableUnityUI.EventsToReceive
toPointer
ObjectManipulator
and aNearInteractionGrabbable
Expected behavior
The
PokePointer
should never interact with theObjectManipulator
.Screenshots
Your setup (please complete the following information)
Target platform (please complete the following information)