Fix for: "EyeTrackingTarget not triggering OnLookAway when passing from collider with EyeTrackingTarget to collider without"#10127
Merged
Conversation
"GameObject eye gaze is currently targeting, updated once per frame. null if no object with collider is currently being looked at." Previous behaviour only changed variable if gameobject that was hit had an EyeTrackingTarget attached.
Contributor
|
/azp run |
|
Azure Pipelines successfully started running 2 pipeline(s). |
keveleigh
approved these changes
Jul 30, 2021
keveleigh
added a commit
to keveleigh/HoloToolkit-Unity
that referenced
this pull request
Dec 7, 2021
Fix for: "EyeTrackingTarget not triggering OnLookAway when passing from collider with EyeTrackingTarget to collider without"
keveleigh
added a commit
to keveleigh/HoloToolkit-Unity
that referenced
this pull request
Dec 7, 2021
Fix for: "EyeTrackingTarget not triggering OnLookAway when passing from collider with EyeTrackingTarget to collider without"
keveleigh
added a commit
to keveleigh/HoloToolkit-Unity
that referenced
this pull request
Dec 7, 2021
Fix for: "EyeTrackingTarget not triggering OnLookAway when passing from collider with EyeTrackingTarget to collider without"
keveleigh
added a commit
to keveleigh/HoloToolkit-Unity
that referenced
this pull request
Dec 7, 2021
Fix for: "EyeTrackingTarget not triggering OnLookAway when passing from collider with EyeTrackingTarget to collider without"
keveleigh
added a commit
to keveleigh/HoloToolkit-Unity
that referenced
this pull request
Dec 7, 2021
Fix for: "EyeTrackingTarget not triggering OnLookAway when passing from collider with EyeTrackingTarget to collider without"
keveleigh
added a commit
to keveleigh/HoloToolkit-Unity
that referenced
this pull request
Dec 8, 2021
Fix for: "EyeTrackingTarget not triggering OnLookAway when passing from collider with EyeTrackingTarget to collider without"
|
this is not fixed in 2.8.3 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Overview
Fixes #10106
Changed assignmnet in accordance to variable documentation:
"GameObject eye gaze is currently targeting, updated once per frame. null if no object with collider is currently being looked at."
Previous behaviour only changed variable if gameobject that was hit had an EyeTrackingTarget attached, if no collider was hit it was set to null and if a collider was hit on a gameobject that did not have any eyetrackingtarget then it was not updated.
Documentation specifies it should be the "GameObject eye gaze is currently targeting", and not anything relating to if it has eyetrackingtarget or not. Not sure if intention is/was for it to be null if the gameobject does not have eyetrackingtarget, but then documentation as well as code should be updated for this.
Changes
Added on line 264 of EyeTrackingTarget.cs
LookedAtTarget = hitInfo.collider.transform.gameObject;Removed from line 264 of EyeTrackingTarget.cs