At the script level you consume input events by implementing one of the event handler interfaces:
Handler | Events | Description |
---|---|---|
IMixedRealitySourceStateHandler |
Source Detected / Lost | Raised when an input source is detected/lost, like when an articulated hand is detected or lost track of. |
IMixedRealitySourcePoseHandler |
Source Pose Changed | Raised on source pose changes. The source pose represents the general pose of the input source. Specific poses, like the grip or pointer pose in a six DOF controller, can be obtained via IMixedRealityInputHandler<MixedRealityPose> . |
IMixedRealityInputHandler |
Input Down / Up | Raised on changes to binary inputs like buttons. |
IMixedRealityInputHandler<T> |
Input Changed | Raised on changes to inputs of the given type. T can take the following values: float (e.g. analog trigger), Vector2 (e.g. gamepad thumbstick), Vector3 (e.g. position-only tracked device), Quaternion (e.g. orientation-only tracked device) and MixedRealityPose (e.g. fully tracked device). |
IMixedRealitySpeechHandler |
Speech Keyword Recognized | Raised on recognition of one of the keywords configured in the Speech Commands Profile. |
IMixedRealityDictationHandler |
Dictation Hypothesis / Result / Complete / Error | Raised by dictation systems to report the results of a dictation session. |
IMixedRealityGestureHandler |
Gesture Started / Updated / Completed / Canceled | Raised on gesture detection. |
IMixedRealityGestureHandler<T> |
Gesture Updated / Completed | Raised on detection of gestures containing additional data of the given type. See Gesture Events for details on possible values for T. |
IMixedRealityHandJointHandler |
Hand Joints Updated | Raised by articulated hand controllers when hand joints are updated. |
IMixedRealityHandMeshHandler |
Hand Mesh Updated | Raised by articulated hand controllers when a hand mesh is updated. |
By default a script will receive events only while in focus by a pointer. To receive events while out of focus, register the script's game object as a global listener via MixedRealityToolkit.InputSystem.Register
or derive the script from InputSystemGlobalListener
.