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    Hover Effects

    The VisionOSHoverEffect component provides a hint to the platform to apply a system hover effect when the user is hovering over this object. This is typically used to provide a visual cue to the user that the object is interactive. This effect gets triggered by gaze or a hand poke. The effect is applied to the object that is being hovered over, and not the object that is doing the hovering.

    For privacy reasons, visionOS does not permit apps access to user gaze directly. However, it is often helpful to visually highlight objects at which the user is gazing in order to hint which object will receive input if the user performs a pinch gesture. To this end, Unity PolySpatial provides a VisionOSHoverEffect component for visionOS, which can be added to GameObjects that might receive input via gaze. The presence of this component instructs the host platform (RealityKit) to apply a coloration effect to GameObject's MeshRenderer any time the user's gaze ray intersects its corresponding collider(s).

    Three components must be present to achieve the hover effect:

    • A VisionOSHoverEffect component indicates that the GameObject and its descendants should display an effect when hovered.
    • A Collider component on the same GameObject as the VisionOSHoverEffect defines the collision shape against which the gaze ray is cast.
    • A MeshRenderer provides the mesh and geometry on which the coloration affect is applied. The MeshRenderer may be on the GameObject containing the VisionOSHoverEffect and Collider components or on any of its descendants.

    Skinned Mesh Renderers

    To display a hover effect on SkinnedMeshRenderer components, the VisionOSHoverEffect and Collider components must be present on the parent of the root bone (or any of its ancestors).

    VisionOSHoverEffect

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