如何在HoloLens 2中隐藏手部射线的默认光标?
问题1:隐藏/修改手部射线的默认光标
方法一:直接隐藏默认光标
在你现有代码的基础上,找到对应的ShellHandRayPointer实例后,通过修改光标可见性或直接禁用光标对象来隐藏:
GameObject manipulatePoint; foreach (var source in CoreServices.InputSystem.DetectedInputSources) { if (source.SourceType is InputSourceType.Hand) { foreach (var p in source.Pointers) { if (p is ShellHandRayPointer handRayPointer && p.Result != null) { if (p.PointerName == "Right_ShellHandRayPointer(Clone)") { // 方式1:通过API设置隐藏 handRayPointer.CursorVisibility = CursorVisibility.Hidden; // 方式2:直接禁用光标对象(如果方式1不生效) if (handRayPointer.Cursor != null) { handRayPointer.Cursor.SetActive(false); } // 你的原有逻辑代码 var endPoint = p.Result.Details.Point; var hitObject = p.Result.Details.Object; if (hitObject != null) { var rayPosition = p.Result.Details.Point; manipulatePoint.transform.position = rayPosition; } } } } } }
方法二:替换为自定义光标
准备好自定义光标Prefab后,直接替换指针的光标预制体:
public GameObject customCursorPrefab; // 在Inspector中赋值自定义光标 GameObject manipulatePoint; foreach (var source in CoreServices.InputSystem.DetectedInputSources) { if (source.SourceType is InputSourceType.Hand) { foreach (var p in source.Pointers) { if (p is ShellHandRayPointer handRayPointer && p.Result != null) { if (p.PointerName == "Right_ShellHandRayPointer(Clone)") { // 替换自定义光标 handRayPointer.CursorPrefab = customCursorPrefab; handRayPointer.CursorVisibility = CursorVisibility.Visible; // 你的原有逻辑代码 // ... } } } } }
问题2:自定义手部射线实现MRTK式前向向量效果
MRTK手部射线的核心是基于手部自然朝向(手腕指向食指指尖的方向)生成前向向量,你可以通过获取手部关节数据来实现:
using Microsoft.MixedReality.Toolkit.Input; using UnityEngine; public class CustomHandRay : MonoBehaviour { public GameObject manipulatePoint; public float defaultRayLength = 2f; // 无碰撞时射线的默认长度 void Update() { foreach (var source in CoreServices.InputSystem.DetectedInputSources) { if (source.SourceType == InputSourceType.Hand) { // 只处理右手 if (source is IMixedRealityHand hand && hand.Handedness == Handedness.Right) { // 获取手腕和食指指尖的关节位置 if (hand.TryGetJoint(TrackedHandJoint.Wrist, out MixedRealityPose wristPose) && hand.TryGetJoint(TrackedHandJoint.IndexTip, out MixedRealityPose indexTipPose)) { // 计算射线前向向量(从手腕指向食指) Vector3 rayDirection = (indexTipPose.Position - wristPose.Position).normalized; Vector3 rayOrigin = wristPose.Position; // 射线起点设为手腕 // 发射射线检测碰撞 if (Physics.Raycast(rayOrigin, rayDirection, out RaycastHit hit)) { manipulatePoint.transform.position = hit.point; Debug.DrawLine(rayOrigin, hit.point, Color.green); // 调试用射线 } else { // 无碰撞时射线延伸到默认长度 Vector3 endPoint = rayOrigin + rayDirection * defaultRayLength; Debug.DrawLine(rayOrigin, endPoint, Color.red); } } } } } } }
补充说明
- 若要更贴合MRTK的视觉效果,可以给射线添加
LineRenderer组件,将起点和终点赋值给LineRenderer的顶点 - 可以调整射线起点为手掌中心(
TrackedHandJoint.Palm),让射线更符合直觉
内容的提问来源于stack exchange,提问作者翁晨毓
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