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. |