Hello everyone.
The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
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And always feel free to hit us up on Twitter @MxdRealityDev.
The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
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Answers
@constantine as mentioned in the docs on Working with accessories and Use the HoloLens clicker, when referring to the clicker
So in your Unity code you would detect clicker events the same way you would detect the associated gestures.
For example, a gaze at an element and click would be the same as an air tap gesture.
So the GestureManager.cs script from the HoloToolkit typically fires an OnSelect message on the focused object. If you want to handle a clicker click on your game object, one way would be to attach a script to your game object that contains an OnSelect event handler to handle those messages from the GestureManager:
HTH
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