docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class XRTintInteractableVisual

    Simple Interactable Visual component that demonstrates hover or selection state with emissive tinting. Note: requires use of a shader that supports emission (such as Standard shader) with the variant included in the game build.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    XRTintInteractableVisual
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.XR.Interaction.Toolkit.Interactables.Visuals
    Assembly: Unity.XR.Interaction.Toolkit.dll
    Syntax
    [MovedFrom("UnityEngine.XR.Interaction.Toolkit")]
    [AddComponentMenu("XR/Visual/XR Tint Interactable Visual", 11)]
    [DisallowMultipleComponent]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@3.0/api/UnityEngine.XR.Interaction.Toolkit.Interactables.Visuals.XRTintInteractableVisual.html")]
    public class XRTintInteractableVisual : MonoBehaviour

    Properties

    tintColor

    The tint color for interactable.

    Declaration
    public Color tintColor { get; set; }
    Property Value
    Type Description
    Color

    tintOnHover

    Whether this should tint on hover.

    Declaration
    public bool tintOnHover { get; set; }
    Property Value
    Type Description
    bool

    tintOnSelection

    Whether this should tint on selection.

    Declaration
    public bool tintOnSelection { get; set; }
    Property Value
    Type Description
    bool

    tintRenderers

    The Renderer(s) to use for tinting (will default to any Renderer on the GameObject if not specified).

    Declaration
    public List<Renderer> tintRenderers { get; set; }
    Property Value
    Type Description
    List<Renderer>

    Methods

    Awake()

    See MonoBehaviour.

    Declaration
    protected void Awake()

    GetEmissionEnabled()

    Gets whether all shared materials on the Renderers used for tinting have emission enabled.

    Declaration
    protected virtual bool GetEmissionEnabled()
    Returns
    Type Description
    bool

    Returns true if all materials used for tinting have emission enabled. Otherwise, returns false.

    OnDestroy()

    See MonoBehaviour.

    Declaration
    protected void OnDestroy()

    SetTint(bool)

    Apply or remove a tint to all Renderers used for tinting.

    Declaration
    protected virtual void SetTint(bool on)
    Parameters
    Type Name Description
    bool on

    Whether to apply a tint when true, or remove the tint when false.

    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)