Options interface for the pointer selection module
Laster Pointer Mesh Generator
Selection Mesh Generator
Utility Layer Scene
Pointer UpOn Touch Out
Scene Pointer Vector Update
Pointer Selection OnAll Controllers
Mode Pointer Moved Factor
Laster Pointer Mesh GeneratorSearch playground for customLasterPointerMeshGenerator
A function that will be called when a new laser pointer mesh is generated. This function should return a mesh that will be used as the laser pointer mesh. The height (y) of the mesh must be 1.
Selection Mesh GeneratorSearch playground for customSelectionMeshGenerator
A function that will be called when a new selection mesh is generated. This function should return a mesh that will be used as the selection mesh. The default is a torus with a 0.01 diameter and 0.0075 thickness .
Utility Layer SceneSearch playground for customUtilityLayerScene
if provided, this scene will be used to render meshes.
Pointer UpOn Touch OutSearch playground for disablePointerUpOnTouchOut
Disable the pointer up event when the xr controller in screen and gaze mode is disposed (meaning - when the user removed the finger from the screen) If not disabled, the last picked point will be used to execute a pointer up event If disabled, pointer up event will be triggered right after the pointer down event. Used in screen and gaze target ray mode only
Scene Pointer Vector UpdateSearch playground for disableScenePointerVectorUpdate
Should the scene pointerX and pointerY update be disabled This is required for fullscreen AR GUI, but might slow down other experiences. Disable in VR, if not needed. The first rig camera (left eye) will be used to calculate the projection
Switch OnClickSearch playground for disableSwitchOnClick
Disable switching the pointer selection from one controller to the other. If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene
Pointer Selection OnAll ControllersSearch playground for enablePointerSelectionOnAllControllers
Enable pointer selection on all controllers instead of switching between them
Gaze ModeSearch playground for forceGazeMode
For gaze mode for tracked-pointer / controllers (time to select instead of button press)
CameraSearch playground for gazeCamera
Optional WebXR camera to be used for gaze selection
Mode Pointer Moved FactorSearch playground for gazeModePointerMovedFactor
Factor to be applied to the pointer-moved function in the gaze mode. How sensitive should the gaze mode be when checking if the pointer moved to start a new countdown to the pointer down event. Defaults to 1.
Pointer DistanceSearch playground for maxPointerDistance
The maximum distance of the pointer selection feature. Defaults to 100.
Button IdSearch playground for overrideButtonId
Different button type to use instead of the main component
HandednessSearch playground for preferredHandedness
The preferred hand to give the pointer selection to. This will be prioritized when the controller initialize. If switch is enabled, it will still allow the user to switch between the different controllers
Group IdSearch playground for renderingGroupId
use this rendering group id for the meshes (optional)
ToSelectSearch playground for timeToSelect
The amount of time in milliseconds it takes between pick found something to a pointer down event. Used in gaze modes. Tracked pointer uses the trigger, screen uses touch events 3000 means 3 seconds between pointing at something and selecting it
Utility LayerSearch playground for useUtilityLayer
Should meshes created here be added to a utility layer or the main scene
the xr input to use with this pointer selection