microsoft / MixedRealityToolkit-Unity

This repository is for the legacy Mixed Reality Toolkit (MRTK) v2. For the latest version of the MRTK please visit https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity
https://aka.ms/mrtkdocs
MIT License
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Remove Gaze Source button from Hand Interaction Examples scene until platform feature is supported #7884

Closed keveleigh closed 4 years ago

keveleigh commented 4 years ago

Describe the bug

Right now, that button doesn't really do anything, since the platform API returns the same data we'd get from using the camera's forward for head gaze.

It's been proposed to remove this the prevent confusion until the platform feature is widely available. It will also need docs when it's re-added.

tank-t-bird commented 4 years ago

I was wondering why it didn't work. @keveleigh does this mean that it is not possible to switch from Hand Ray controls to Eye Gaze controls during Runtime yet?

keveleigh commented 4 years ago

@tank-t-bird Ah, this button is also a bit misleading! I'll be sure to add documentation when it's re-added.

Basically, the idea behind this button was to switch the gaze ray's source from using the camera's position to using a platform-supplied value. More info can be found at #6436.

For your scenario:

does this mean that it is not possible to switch from Hand Ray controls to Eye Gaze controls during Runtime yet?

I haven't fully tested this out, but we have some sample code on toggling between various types of pointers, including what sounds very similar to your scenario.

tank-t-bird commented 4 years ago

Thank you for the links, tips and clarification @keveleigh ! it would be great if one of the EyeTracking examples had a toggle button prefab demonstrating this. I'll try to do implement something with the example code you have provided.