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GazeConePointer.OnSceneQuery Method

Definition

Overloads

OnSceneQuery(LayerMask[], Boolean, MixedRealityRaycastHit, RayStep, Int32)
OnSceneQuery(LayerMask[], Boolean, GameObject, Vector3, Single)

Called to have the pointer query the scene to determine which objects it is hitting. Updates hitObject, hitPoint, and hitDistance. Used when the method for querying the scene does not utilize a RaycastHit. Examples of this include UnityEngine.Physics.SphereOverlap, which performs no raycast calls

OnSceneQuery(LayerMask[], Boolean, MixedRealityRaycastHit, RayStep, Int32)

public:
 virtual bool OnSceneQuery(cli::array <UnityEngine::LayerMask> ^ prioritizedLayerMasks, bool focusIndividualCompoundCollider, [Runtime::InteropServices::Out] Microsoft::MixedReality::Toolkit::Input::MixedRealityRaycastHit % hitInfo, [Runtime::InteropServices::Out] Microsoft::MixedReality::Toolkit::Physics::RayStep % Ray, [Runtime::InteropServices::Out] int % rayStepIndex);
public bool OnSceneQuery (UnityEngine.LayerMask[] prioritizedLayerMasks, bool focusIndividualCompoundCollider, out Microsoft.MixedReality.Toolkit.Input.MixedRealityRaycastHit hitInfo, out Microsoft.MixedReality.Toolkit.Physics.RayStep Ray, out int rayStepIndex);
abstract member OnSceneQuery : UnityEngine.LayerMask[] * bool * MixedRealityRaycastHit * RayStep * int -> bool
override this.OnSceneQuery : UnityEngine.LayerMask[] * bool * MixedRealityRaycastHit * RayStep * int -> bool
Public Function OnSceneQuery (prioritizedLayerMasks As LayerMask(), focusIndividualCompoundCollider As Boolean, ByRef hitInfo As MixedRealityRaycastHit, ByRef Ray As RayStep, ByRef rayStepIndex As Integer) As Boolean

Parameters

prioritizedLayerMasks
UnityEngine.LayerMask[]
focusIndividualCompoundCollider
Boolean
Ray
RayStep
rayStepIndex
Int32

Returns

Implements

Applies to

OnSceneQuery(LayerMask[], Boolean, GameObject, Vector3, Single)

Called to have the pointer query the scene to determine which objects it is hitting. Updates hitObject, hitPoint, and hitDistance. Used when the method for querying the scene does not utilize a RaycastHit. Examples of this include UnityEngine.Physics.SphereOverlap, which performs no raycast calls

public:
 virtual bool OnSceneQuery(cli::array <UnityEngine::LayerMask> ^ prioritizedLayerMasks, bool focusIndividualCompoundCollider, [Runtime::InteropServices::Out] UnityEngine::GameObject ^ % hitObject, [Runtime::InteropServices::Out] UnityEngine::Vector3 % hitPoint, [Runtime::InteropServices::Out] float % hitDistance);
public bool OnSceneQuery (UnityEngine.LayerMask[] prioritizedLayerMasks, bool focusIndividualCompoundCollider, out UnityEngine.GameObject hitObject, out UnityEngine.Vector3 hitPoint, out float hitDistance);
abstract member OnSceneQuery : UnityEngine.LayerMask[] * bool * GameObject * Vector3 * single -> bool
override this.OnSceneQuery : UnityEngine.LayerMask[] * bool * GameObject * Vector3 * single -> bool
Public Function OnSceneQuery (prioritizedLayerMasks As LayerMask(), focusIndividualCompoundCollider As Boolean, ByRef hitObject As GameObject, ByRef hitPoint As Vector3, ByRef hitDistance As Single) As Boolean

Parameters

prioritizedLayerMasks
UnityEngine.LayerMask[]
focusIndividualCompoundCollider
Boolean
hitObject
UnityEngine.GameObject
hitPoint
UnityEngine.Vector3
hitDistance
Single

Returns

Implements

Applies to