Table of Contents

Class YVRInputModule

Namespace
YVR.Core
Assembly
YVR.Core.Runtime.dll

Override PointerInputModule to allow UI to interact with custom ray

public class YVRInputModule : PointerInputModule
Inheritance
Object
Component
Behaviour
MonoBehaviour
UIBehaviour
BaseInputModule
PointerInputModule
YVRInputModule
Inherited Members
PointerInputModule.kMouseLeftId
PointerInputModule.kMouseRightId
PointerInputModule.kMouseMiddleId
PointerInputModule.kFakeTouchesId
PointerInputModule.m_PointerData
PointerInputModule.RemovePointerData(PointerEventData)
PointerInputModule.CopyFromTo(PointerEventData, PointerEventData)
PointerInputModule.GetMousePointerEventData()
PointerInputModule.ProcessDrag(PointerEventData)
PointerInputModule.ClearSelection()
PointerInputModule.ToString()
PointerInputModule.DeselectIfSelectionChanged(GameObject, BaseEventData)
BaseInputModule.m_RaycastResultCache
BaseInputModule.m_InputOverride
BaseInputModule.OnEnable()
BaseInputModule.OnDisable()
BaseInputModule.FindCommonRoot(GameObject, GameObject)
BaseInputModule.HandlePointerExitAndEnter(PointerEventData, GameObject)
BaseInputModule.GetBaseEventData()
BaseInputModule.ShouldActivateModule()
BaseInputModule.DeactivateModule()
BaseInputModule.ActivateModule()
BaseInputModule.UpdateModule()
BaseInputModule.IsModuleSupported()
BaseInputModule.ConvertUIToolkitPointerId(PointerEventData)
BaseInputModule.input
BaseInputModule.inputOverride
BaseInputModule.eventSystem
UIBehaviour.Awake()
UIBehaviour.IsActive()
UIBehaviour.OnValidate()
UIBehaviour.Reset()
UIBehaviour.OnRectTransformDimensionsChange()
UIBehaviour.OnBeforeTransformParentChanged()
UIBehaviour.OnTransformParentChanged()
UIBehaviour.OnDidApplyAnimationProperties()
UIBehaviour.OnCanvasGroupChanged()
UIBehaviour.OnCanvasHierarchyChanged()
UIBehaviour.IsDestroyed()
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.transform
Component.gameObject
Component.tag
Object.GetInstanceID()
Object.GetHashCode()
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.name
Object.hideFlags

Fields

customProvider

Customized input data provider

disableModuleOnFocusLost

Disable YVRInputModule when losing focus

dragAngleThreshold

Minimum drag threshold in degree

enableHMDRayAgent

Whether use HMD as ray transform when both controller is disconnected

Properties

Instance

Get Instance of YVRInputModule

eventData

The event data set from input module to event system

inputDataProvider

Current using input data provider

inputDataProviderSource

current using input data provider source

rayTransform

Transform that decide ray's origin and direction

raycastGameObject

The ray casting game object of this frame

raycastResult

The raycast result of this frame

Methods

GetFirstRaycast(Vector3, Vector3, Vector2, List<RaycastResult>)

Use event system to get first raycast result

GetSimulatedButtonState()

Get the simulate button state (press / released or not) in this frame

GetSimulatedMouseState()

Get the simulated mouse state which override the default mouse state required by PointerInputModule

OnDestroy()
Process()

Override PointerInputModule.Process to handle custom input events

ProcessDrag(MouseButtonEventData)

Process the simulated mouse drag state

ProcessMousePress(MouseButtonEventData)

Process the simulated mouse button press state

ProcessMouseState(MouseState)

Process the simulated mouse state

ProcessMove(PointerEventData)

Process the simulated mouse move state

ProcessScroll(MouseButtonEventData)

Process the simulated mouse scroll state

SetInputDataProvider(DataProviderSource)

Set the currently used data provider

Start()

Events

onInputDataProviderChanged

Callback when module input changed

onRaycastHit

Callback when raycast hit sth

See Also