Closed boersig closed 3 years ago
Hello,
Could you tell me if you plan on implementing something like this in the near future, so that I know wether I should wait for it or build my own ad-hoc solution?
Thank you in advance!
You're likely going to want to look into the PointerBehavior
concept in MRTK. We have some helpers at https://github.com/microsoft/MixedRealityToolkit-Unity/blob/265a0ea3621c84b88e4b02e7fcd1b5682afef56a/Assets/MRTK/SDK/Features/UX/Scripts/Utilities/PointerBehaviorControls.cs that might be usable in this case (things like SetHoloLens1()
turn off hand rays but keep the gaze pointer on). You can also just explicitly set the gaze pointer to be AlwaysOn
using the same patterns, if you aren't looking to change other pointers at the same time:
PointerUtils.SetGazePointerBehavior(PointerBehavior.AlwaysOn);
Perfect, this was exactly what I needed!
Thank you very much✌
Describe the problem
I need the gaze input (without eye tracking) to be active at all times. At the moment it deactivates when my hands enter the Hololenses FOV.
Describe the solution you'd like
A simple toggle switch in the inspector saying something like "keep gaze input active at all times"
Describe alternatives you've considered
Thank you very much advance!