docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class XRInteractorReticleVisual

    Interactor helper object that draws a targeting reticlePrefab over a ray casted point in front of the Interactor.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    XRInteractorReticleVisual
    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.Interactors.Visuals
    Assembly: Unity.XR.Interaction.Toolkit.dll
    Syntax
    [MovedFrom("UnityEngine.XR.Interaction.Toolkit")]
    [AddComponentMenu("XR/Visual/XR Interactor Reticle Visual", 11)]
    [DisallowMultipleComponent]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@3.0/api/UnityEngine.XR.Interaction.Toolkit.Interactors.Visuals.XRInteractorReticleVisual.html")]
    public class XRInteractorReticleVisual : MonoBehaviour
    Remarks

    When attached to an XRRayInteractor, the TryGetCurrentRaycast(out RaycastHit?, out int, out RaycastResult?, out int, out bool) method will be used instead of the internal ray cast function of this behavior.

    Properties

    alignPrefabWithSurfaceNormal

    Whether Unity aligns y-axis of the prefab to the ray casted surface normal. On non-horizontal surfaces this will use the xrOrigin.up to align the z-axis of the prefab. On horizontal surfaces this will use the interactor forward vector to align the z-axis of the prefab.

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

    If xrOrigin is null it will default to Vector3.up to align the z-axis of the prefab.

    drawOnNoHit

    Whether Unity draws the reticlePrefab when there is no hit. If true, Unity will draw the reticlePrefab at the last point of a XRRayInteractor.

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

    drawWhileSelecting

    Whether Unity draws the reticlePrefab while selecting an Interactable.

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

    endpointSmoothingTime

    Smoothing time for endpoint.

    Declaration
    public float endpointSmoothingTime { get; set; }
    Property Value
    Type Description
    float

    maxRaycastDistance

    The max distance to Raycast from this Interactor.

    Declaration
    public float maxRaycastDistance { get; set; }
    Property Value
    Type Description
    float

    prefabScalingFactor

    Amount to scale prefab (before applying distance scaling).

    Declaration
    public float prefabScalingFactor { get; set; }
    Property Value
    Type Description
    float

    raycastMask

    Layer mask for ray cast.

    Declaration
    public LayerMask raycastMask { get; set; }
    Property Value
    Type Description
    LayerMask

    reticleActive

    Whether the reticle is currently active.

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

    reticlePrefab

    Prefab which Unity draws over Raycast destination.

    Declaration
    public GameObject reticlePrefab { get; set; }
    Property Value
    Type Description
    GameObject

    undoDistanceScaling

    Whether Unity undoes the apparent scale of the prefab by distance.

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

    Methods

    Awake()

    See MonoBehaviour.

    Declaration
    protected void Awake()

    OnDestroy()

    See MonoBehaviour.

    Declaration
    protected void OnDestroy()

    OnDisable()

    See MonoBehaviour.

    Declaration
    protected void OnDisable()

    Update()

    See MonoBehaviour.

    Declaration
    protected void Update()
    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)