UxrCanvas Class
Component that, added to a GameObject with a Canvas component, enables interaction using UxrFingerTip components or UxrLaserPointer components.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrCanvas)
UltimateXR.UI.UnityInputModule.UxrCanvas
Namespace: UltimateXR.UI.UnityInputModule
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrCanvas : UxrComponent<UxrCanvas>
The UxrCanvas type exposes the following members.
Constructors
Name | Description | |
---|---|---|
![]() | UxrCanvas |
Properties
Name | Description | |
---|---|---|
![]() | AutoEnableDistance | Gets or sets the distance below which the UxrLaserPointer will automatically show the laser while pointing towards the canvas. |
![]() | AutoEnableLaserPointer | Gets or sets whether the UxrLaserPointer components will automatically show their laser while pointing towards the canvas. |
![]() | CanvasInteractionType | Gets or sets the type of interaction with the UI components in the canvas. |
![]() | FingerTipMinHoverDistance | Gets or sets the distance below which a UxrFingerTip component will generate hovering events. |
![]() | UnityCanvas | Gets the Unity Canvas component. |
Methods
Name | Description | |
---|---|---|
![]() | IsCompatible | Checks if the canvas can be used with the given hand. This allows some canvases to work for the left or right hand only. |
![]() | SetupCanvas | Sets up the canvas so that it can be used with UxrPointerInputModule. |
![]() | Start | Initializes the component. (Overrides UxrComponent.Start().) |
Fields
Name | Description | |
---|---|---|
![]() | _allowLeftHand | |
![]() | _allowRightHand | |
![]() | _autoEnableDistance | |
![]() | _autoEnableLaserPointer | |
![]() | _fingerTipMinHoverDistance | |
![]() | _interactionType |
Extension Methods
Name | Description | |
---|---|---|
![]() | CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) |
![]() | GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) |
![]() | GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) |
![]() | GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) |
![]() | GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) |
![]() | LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) |
![]() | SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) |
![]() | ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) |
![]() | ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) |
![]() | ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |