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Add Spatial Mouse Controller to MRTK3 #10690
Add Spatial Mouse Controller to MRTK3 #10690
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com.microsoft.mrtk.input/Interactors/Mouse/SpatialMouseInteractor.cs
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com.microsoft.mrtk.input/Interactors/InteractorVisuals/SpatialMouse/MouseCursor.png.meta
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@@ -0,0 +1,94 @@ | |||
{ | |||
"name": "MRTK Spatial Mouse Input Actions", | |||
"maps": [ |
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Could this map be included in our default input actions asset? We have several maps in it already (I think HMD, left hand, right hand, and eye gaze), so this could logically fit. Or is there a benefit to it being split out?
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I was intentionally making this separate because Spatial Mouse is an optional controller and I didn't want to add + activate Input Actions that weren't being used. @Zee2 What do you think?
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I'm fine with either, both justifications are totally reasonable. I think including it in the default action asset isn't a big cost, though, because the user will never really need to worry about it or do anything about it if they don't care about mouse input...
/azp run |
Azure Pipelines successfully started running 1 pipeline(s). |
/azp run |
Commenter does not have sufficient privileges for PR 10690 in repo microsoft/MixedRealityToolkit-Unity |
@sgreenlay-msft , some of the scroll-Z math seems to be borked when the camera isn't centered. Repro; just move the camera/head/person/etc and scroll. |
Also, now that the cursor stays at the last known depth (and also doesn't resize with distance) if you push an object very far away, the cursor becomes basically invisible until it happens to hit an object again. |
Another thing; you should probably remove the proxlight from the mouse because it interferes with the proxlights on the fingertips and hand rays (we only get two, for perf reasons) |
/azp run |
Azure Pipelines successfully started running 1 pipeline(s). |
This was completed with the following |
Overview
Adds a new controller that can be added to an MRTK XR Rig to enable a spatial mouse on XR devices (HL2, Quest, PC VR) with similar behaviour to the HL2 system mouse.