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Interaction.Point

Point(Sphere, Uint, Object, int, InputAccuracy)

Performs a sphere collision test with the provided Sphere, creates an Interaction.Update from the results, and routes the Interaction.Update to the collided UIBlock or the UIBlock currently capturing the active interaction.

Remarks

Point updates are only delivered to UIBlocks with an attached Interactable or Scroller component.

To get the most reliable behavior between potentially conflicting press, drag, and scroll gestures, the entry point of the overlapping target UIBlocks must all be coplanar. If the entry points aren't coplanar, say a scrollable ListView's front face is positioned behind a draggable list item's front face, attempts to scroll the ListView will likely fail, and the list item will be dragged instead.

Declaration
public static void Point(Sphere sphere, uint controlID, object userData = null, int layerMask = -1, InputAccuracy accuracy = InputAccuracy.Low)
Parameters
Type Name Description
Sphere sphere

The sphere, in world space, to cast

Uint controlID

The unique identifier of the input control generating this Interaction.Update.

Object userData

Any additional data to pass along to the receiver of the current interaction. See UserData.

int layerMask

The gameobject layers to include, defaults to "All Layers".

InputAccuracy accuracy

The accuracy of the input source, defaults to Low.

Point(Interaction.Update, bool, bool, float, int, InputAccuracy)

Performs a raycast with the provided Ray and routes the update update to the collided UIBlock or the UIBlock currently capturing the active interaction.

Remarks

Point updates are only delivered to UIBlocks with an attached Interactable or Scroller component.

Declaration
public static void Point(Interaction.Update update, bool pointerDown, bool allowDrag = true, float maxDistance = InfinityF, int layerMask = -1, InputAccuracy accuracy = InputAccuracy.High)
Parameters
Type Name Description
Interaction.Update update

The data tied to this interaction update. Ray is in world space.

bool pointerDown

A flag to indicate the "pressed" state of the control represented by ControlID.

bool allowDrag

A flag to indicate whether or not this call to Nova.Interaction.Point(Nova.Interaction.Update,bool,bool,float,int,Nova.InputAccuracy) can trigger or update an Gesture.OnDrag event.

float maxDistance

The max distance from the ray origin (in world space) to consider an intersection point a "hit".

int layerMask

The gameobject layers to include, defaults to "All Layers".

InputAccuracy accuracy

The accuracy of the input source, defaults to High.

See Also
Point(Interaction.Update, Boolean, Boolean, Single, Int32, InputAccuracy)
Raycast(Ray, out UIBlockHit, Single, Int32)
RaycastAll(Ray, List<UIBlockHit>, Single, Int32)
SphereCollide(Sphere, out UIBlockHit, Int32)
SphereCollideAll(Sphere, List<UIBlockHit>, Int32)
Cancel(Interaction.Update)
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