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In an XRController world, we essentially had a 1-to-1 mapping of a set of select action mappings to each controller, which then bubbled down to every interactor of a specific handedness. This led to us needing to use the same set of mappings for both near and far interaction, which was fine but nonoptimal.
Describe the solution you'd like
With the move to assignable IXRInputButtonReaders in XRI3, we should be able to separate out the actions for far interaction vs near interaction. Far rays typically default to more of an "airtap" while near grab interactors should listen for "grasp".
The text was updated successfully, but these errors were encountered:
________________________________
From: Adam Mollis ***@***.***>
Sent: Wednesday, July 17, 2024 7:43:33 PM
To: MixedRealityToolkit/MixedRealityToolkit-Unity ***@***.***>
Cc: Max Palmer ***@***.***>; Mention ***@***.***>
Subject: Re: [MixedRealityToolkit/MixedRealityToolkit-Unity] [XRI3] Split out "airtap" from "grab" as distinct IXRInputButtonReaders (Issue #860)
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@MaxPalmer-UH<https://url.uk.m.mimecastprotect.com/s/T1VrC3w2OSw25yFqaitU?domain=github.com> I think this might fix the problems you are seeing on Ultraleap
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Describe the problem
In an
XRController
world, we essentially had a 1-to-1 mapping of a set of select action mappings to each controller, which then bubbled down to every interactor of a specific handedness. This led to us needing to use the same set of mappings for both near and far interaction, which was fine but nonoptimal.Describe the solution you'd like
With the move to assignable
IXRInputButtonReader
s in XRI3, we should be able to separate out the actions for far interaction vs near interaction. Far rays typically default to more of an "airtap" while near grab interactors should listen for "grasp".The text was updated successfully, but these errors were encountered: