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Eye targeting is not working with near hand pointers #4482
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microsoft#4431 In a previous change (microsoft#4270) a gaze provider state machine was added to bring the head gaze pointer behavior in-line with how the shell works. This had the side effect of also impacting eye-gaze state. This change brings the old eye-gaze behavior back by updating the state machine to be aware of the type of gaze being provided. Also added a bunch of tests for this new thing, along with tests that show that transitions between the two (for example, when the eye tracking system gains tracking or loses tracking) works well.
Assets/MixedRealityToolkit.Services/InputSystem/GazePointerVisibilityStateMachine.cs
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Assets/MixedRealityToolkit.Tests/EditModeTests/InputSystem/GazePointerStateMachineTests.cs
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Assets/MixedRealityToolkit.Tests/EditModeTests/InputSystem/GazePointerStateMachineTests.cs
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I've tested the ET and hand tracking scenes in the Unity Editor and it seems to work as expected. Thanks for taking care of this, Will!
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/azp run mrtk_pr |
Azure Pipelines successfully started running 1 pipeline(s). |
/azp run mrtk_docs |
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#4431
In a previous change (#4270) a gaze provider state machine was added to bring the head gaze pointer behavior in-line with how the shell works. This had the side effect of also impacting eye-gaze state. This change brings the old eye-gaze behavior back by updating the state machine to be aware of the type of gaze being provided.
Also added a bunch of tests for this new thing, along with tests that show that transitions between the two (for example, when the eye tracking system gains tracking or loses tracking) works well.