XR Gaze Assistance
Allow specified ray interactors to fallback to eye-gaze when they are off screen or pointing off screen. This component enables split interaction functionality to allow the user to aim with eye gaze and select with a controller.
Property | Description |
---|---|
Gaze Interactor | Eye data source - used as fallback data and to determine if fallback is necessary. |
Fallback Divergence | The angle at which fallback data will be used instead of the original interactor ray. |
Hide Cursor With No Active Rays | If the eye reticle should be hidden when all interactors are using their original data. |
Ray Interactors | Interactors that can fall back to gaze data. |
Interactor | Instance of a Ray Interactor that can fallback to gaze data. |
Teleport Ray | Set to true if the Ray Interactor is used for teleportation. |
Aim Assist Required Angle | How far projectiles can aim outside of eye gaze and still be considered for aim assist. |
Aim Assist Required Speed | How fast a projectile must be moving to be considered for aim assist. |
Aim Assist Percent | How much of the corrected aim velocity to use, as a percentage. 1.0 will auto-hit if possible. |
Aim Assist Max Speed Percent | How much additional speed a projectile can receive from aim assistance, as a percentage. |