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Capability to set custom cursor in MRTK 3 for far ray #11702

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amea32179 opened this issue Jul 12, 2023 · 1 comment
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Capability to set custom cursor in MRTK 3 for far ray #11702

amea32179 opened this issue Jul 12, 2023 · 1 comment
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Feature Request Feature request from the community IssueMigrated MRTK3

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@amea32179
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amea32179 commented Jul 12, 2023

This issue has been migrated a new MRTK repository, and the status of this issue will now be tracked at the following location:


We could not set a custom cursor at runtime since Base Reticle and Reticle Root of MRTKBaseReticalVisual of MRTK Right Hand Controller of far ray is not accessible.

@amea32179 amea32179 added the Feature Request Feature request from the community label Jul 12, 2023
@AMollis AMollis added this to the MRTK v3.x future milestone Jul 19, 2023
@AMollis
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AMollis commented Jul 19, 2023

If you are just wanting to change the reticle when hovering over an interactable, have you tried using the "custom reticle" property on the interactable itself. This will change the cursor when you hover over the interactable.

image

If you want to change the cursor, regardless of what interactable is being hovered, I recommend finding the BaseReticleVisual on the interactor, and call the BaseReticleVisual.AttachCustomReticle. This will hide the default reticle, and show your custom one. Note, as soon as you hover over an interactable with a custom reticle set, this will be cleared.

If you want to change the cursor regardless of what interactable is being hovered and without calling BaseReticleVisual.AttachCustomReticle, you'll need create a variant of the MRTK LeftHand Controller and change the Far Ray's reticle to your own game object. Your game object could then manage its own visual as it sees fit.

image

At this time, we don't believe it necessary to expose the underlying reticle game objects. If you have concerns or comments, please follow-up with this thread at #11688

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Labels
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