& & Click Color: The color when the light beam collides with a valid target. Each controller can have different color settings.
Pointer miss color: the color when the light beam does not hit a valid target. Each controller can have different color settings.
& & Show playback area cursor: If this option is enabled, the playback area boundary will be displayed at the top of the beam pointer with the same color as the current pointer.
& amp& amp area cursor size: Determine the size of the game area cursor and collision. If the value is zero, the size of the play area cursor will be modified according to the play area space.
& & Handle cursor conflict in the game area: If selected, when the cursor in the game area conflicts with other objects, the pointer color will change to the pointer miss color, and the WorldPointerDestinationSet event will not be triggered, which will prevent it from being transmitted to the area where the game area will conflict.
&&The beam is always on: If this item is selected, the beam pointer will always be visible, but the event of setting the target point will still be issued only when the specified button is released.
Pointer thickness: The length and width of the light beam can also be set in the script, which can be displayed at the top of the spherical light beam at the end of the light beam (indicating cursor).
Pointer length: the distance projected before the beam stops.
Display pointer prompt: Toggles whether the cursor is displayed at the end of the beam pointer.
The simple pointer object is extended from the VRTK_WorldPointer abstract class, so it emits the same event and valid data.
See steamvr _ unity _ toolkit/examples/003 _ controller _ simplepointer scenario for an example of VRTK_SimplePointer script. See the script of steamvr _ unity _ toolkit/examples/resources/scripts/vrtk _ controllerpointerevents _ listenerexample.cs for an example of event usage and listening.
Bezier curve laser pointer (VRTK_BezierPointer)
The Bezier pointer sends a curve (composed of game objects) from one end of the controller to a point (arbitrary height) on the ground. This is much more useful than a simple laser pointer, because the endpoint can be bent to the top of the object that the player can't see, so it can be transmitted to objects of various heights.
By default, the laser beam is activated by pressing the grip key on the controller. The event listens for AliasPointer alias events, so you can select and set the pointer switch button by changing it in the VRTK_ControllerEvents script.
In [CameraRig] prefabrication, the Bessel pointer script is added to the controller object, and the controller object needs to add the VRTK_ControllerEvents script to listen to the event that the controller button switches the light beam.