Namespace Microsoft.MixedReality.Toolkit.Examples.Demos.EyeTracking
Classes
AudioFeedbackPlayer
AudioFeedbackPlayer eases playing single audio feedback. Good for audio effects.
BlendOut
This script allows for dynamically blending out a target after it has been looked at for a certain amount of time.
ChangeRenderMode
This class allows to change the render mode on-the-fly. This is, for example, useful when trying to show a semi-transparent preview of an target.
ChangeSize
This script allows for dynamically changing the size of a GameObject when it is looked at. This is for example useful for better legibility of small text.
ColorTap
DoNotRender
Simple class that automatically hides a target on startup. This is, for example, useful for trigger zones and visual guides that are useful to show in the Editor, but not in the final application.
DrawOnTexture
DwellSelection
EyeCalibrationChecker
Checks whether the user is calibrated and prompts a notification to encourage the user to calibrate.
EyeTrackingDemoUtils
General useful utility functions.
FaceUser
The associated game object will turn depending on the user's eye gaze: The currently looked at part will move towards the front, facing the user.
FollowEyeGaze
Sample for allowing a GameObject to follow the user's eye gaze at a given distance of "DefaultDistanceInMeters".
FollowEyeGazeGazeProvider
Sample for allowing the game object that this script is attached to follow the user's eye gaze at a given distance of "DefaultDistanceInMeters".
GrabReleaseDetector
HitBehaviorDestroyOnSelect
Destroys the game object when selected and optionally plays a sound or animation when destroyed.
KeepFacingCamera
This script continuously updates the orientation of the associated game object to keep facing the camera/user.
KeepThisAlive
Enforces to keep this GameObject alive across different scenes.
LoadAdditiveScene
When the button is selected, it triggers starting the specified scene.
MoveObjByEyeGaze
MoveWithCamera
A game object with this script attached will follow the main camera's position. This is particularly useful for secondary cameras or sound sources to follow the user around.
OnLoadStartScene
When the button is selected, it triggers starting the specified scene.
OnLookAtRotateByEyeGaze
The associated game object will turn depending on which part of the object is looked at: The currently looked at part will move towards the front facing the user.
OnSelectVisualizerInputController
When the button is selected, it triggers starting the specified scene.
PanZoomBase
This script allows to zoom into and pan the texture of a GameObject. It also allows for scrolling by restricting panning to one direction.
PanZoomBaseRectTransf
This script allows to zoom into and pan the texture of a GameObject. It also allows for scrolling by restricting panning to one direction.
PanZoomBaseTexture
This script allows to zoom into and pan the texture of a GameObject. It also allows for scrolling by restricting panning to one direction.
PanZoomRectTransf
This script allows to scroll a texture both horizontally and vertically.
PanZoomTexture
This script allows to scroll a texture both horizontally and vertically.
ParticleHeatmap
ParticleHeatmapParticleData
RotateWithConstSpeedDir
The associated GameObject will rotate when RotateTarget() is called based on a given direction and speed.
ScrollRectTransf
This script allows to zoom into and pan the texture of a GameObject. It also allows for scrolling by restricting panning to one direction.
ScrollTexture
This script allows to scroll a texture both horizontally and vertically.
SnapTo
SpeechVisualFeedback
StatusText
TargetEventArgs
Class specifying targeting event arguments.
TargetGroupCreatorRadial
Handles the creation of a group of targets based on a list of given templates.
TargetGroupIterator
Iterates through a given set of targets based on a required TargetGroupCreator.
TargetMoveToCamera
ToggleGameObject
TransportToRespawnLocation
The associated GameObject acts as a teleporter to a referenced respawn location.
TriggerOnStartup
Allows for adding custom behaviors that can be assigned in the Editor and triggered when the scene is loaded.