Equivalent of Pointer Raycast LayerMasks priority in MRTK 3.0 #552
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anonymous2585
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I think I have to create a custom XR Target Filter (from the XRI package, not MRTK 3): https://docs.unity3d.com/Packages/[email protected]/manual/target-filters.html and https://docs.unity3d.com/Packages/[email protected]/manual/extending-xri.html#extending-target-filters I could be great if MRTK 3 provide this |
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Hi,
We are migrating from MRTK 2.8.3 to MRTK 3.0.
With MRTK 2, we used Pointer Raycast LayerMasks priority for our pointers:
It allows use to click on menu buttons, even if the menu is behind the spacial awaness mesh (collision active but not visible) or any other layers we defined.
With MRTK 3.0, there is a layer mask (hit or ignore layer) but I didn't find priority settings for when a pointer ray intersect multiples objects.
I think I have to set those settings, but I'm not sure on how to manage priority by layer (or interaction layer).
How to achieve the same priority behaviour as MRTK 2.8.3 with MRTK 3.0?
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