If (raycastManager.Raycast(touch.position, hits, trackableTypes)) Raycast against planes and feature points. ARCore providers currently only support PlaneEstimated, PlaneWithinBounds, PlaneWithinPolygon, FeaturePoint, Image, and Depth. Note: Not all TrackableTypes are supported by both ARCore and ARKit providers. ARRaycastManager supports all TrackableTypes. Place an object on a plane (floor or wall) using the plane’s full geometry where fast placement is critical, and the experience can tolerate unknown initial depth and scaleĪRRaycastManager.AddRaycast(Vector2 screenPoint, float estimatedDistance)Ĭall ARRaycastManager.Raycast(Vector2, List, TrackableType) to perform a raycast (hit-test). Works instantly, but pose and actual depth will change once ARCore is able to determine actual scene geometry Initially uses estimated depth provided by the app. Place an object on an arbitrary surface (not just on floors and walls)ĪRRaycastManager.Raycast(Vector2 screenPoint, List hitResults, TrackableType trackableTypes TrackableType.FeaturePoint) Relies on visual features around the point of a user tap to determine a point’s correct position and orientation Fallback for the Depth hit-testĪRRaycastManager.Raycast(Vector2 screenPoint, List hitResults, TrackableType trackableTypes TrackableType.PlaneWithinPolygon) Place an object on a plane (floor or wall) using the plane’s full geometry. Hits horizontal and/or vertical surfaces to determine a point’s correct depth and orientation Place a virtual object on an arbitrary surface (not just on floors and walls)ĪRRaycastManager.Raycast(Vector2 screenPoint, List hitResults, TrackableType trackableTypes TrackableType.Depth) Uses depth information from the entire scene to determine a point’s correct depth and orientation Hit result typesĪ hit-test can yield four different types of hit results, as shown by the following table. Correct placement ensures that the AR content is rendered at the appropriate (apparent) size. If you're following the Unity development journey we've laid out, you're in the midst of exploring the MRTK core building blocks.Perform a raycast, or hit-test, to determine the correct placement of a 3D object in your scene. You can access head-gaze from the Input Manager in MRTK. Knowing what content a user is targeting increases confidence in what they're about to interact with. Just like with a mouse pointer on a computer, you should implement a cursor that represents the user's head-gaze. Combining your head-gaze logic will save your app precious processing power and limit your raycasting to one per frame. While the example above fires a single raycast from the update loop to find the target the user's head points at, we recommended using a single object to manage all head-gaze processes. hitInfo's collider GameObject represents the hologram being gazed at hitInfo's point represents the position being gazed at If the Raycast has succeeded and hit a hologram Example: Implement head-gaze void Update() transform.position.Ĭalling Physics.Ra圜ast gives you a RaycastHit containing information about the collision, including the 3D collision point and the other GameObject the head-gaze ray hit. In Unity, the user's head position and direction are exposed through the Camera, specifically. Implementing head-gazeĬonceptually, you determine head-gaze by projecting a ray forward from the user's headset to see what it hits. Gaze is the primary way for users to target holograms your app creates in Mixed Reality.
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