The unity script puts the variables together and displays them on the interface, and a comment appears when the mouse approaches

The script should be written like this:
"`

<c#>    

 [Header("Action Alias Buttons")]

    [Tooltip("The button to use for the action of turning a laser pointer on / off.")]
    public ButtonAlias pointerToggleButton = ButtonAlias.Touchpad_Press;
    [Tooltip("The button to use for the action of setting a destination marker from the cursor position of the pointer.")]
    public ButtonAlias pointerSetButton = ButtonAlias.Touchpad_Press;
    [Tooltip("The button to use for the action of grabbing game objects.")]
    public ButtonAlias grabToggleButton = ButtonAlias.Grip_Press;
    [Tooltip("The button to use for the action of using game objects.")]
    public ButtonAlias useToggleButton = ButtonAlias.Trigger_Press;
    [Tooltip("The button to use for the action of clicking a UI element.")]
    public ButtonAlias uiClickButton = ButtonAlias.Trigger_Press;
    [Tooltip("The button to use for the action of bringing up an in-game menu.")]
    public ButtonAlias menuToggleButton = ButtonAlias.Button_One_Press;



    [Header("Axis Refinement")]

    [Tooltip("The amount of fidelity in the changes on the axis, which is defaulted to 1. Any number higher than 2 will probably give too sensitive results.")]
    public int axisFidelity = 1;
    [Tooltip("The level on the trigger axis to reach before a click is registered.")]
    public float triggerClickThreshold = 1f;
    [Tooltip("The level on the grip axis to reach before a click is registered.")]
    public float gripClickThreshold = 1f;

    /// <summary>
    /// This will be true if the trigger is squeezed about half way in.
    /// </summary>
    [HideInInspector]
    public bool triggerPressed = false;
    /// <summary>
    /// This will be true if the trigger is squeezed a small amount.
    /// </summary>
    [HideInInspector]
    public bool triggerTouched = false;
    /// <summary>
    /// This will be true if the trigger is squeezed a small amount more from any previous squeeze on the trigger.
    /// </summary>
    [HideInInspector]
    public bool triggerHairlinePressed = false;
    /// <summary>
    /// This will be true if the trigger is squeezed all the way down.
    /// </summary>
    [HideInInspector]
    public bool triggerClicked = false;
    /// <summary>
    /// This will be true if the trigger has been squeezed more or less.
    /// </summary>
    [HideInInspector]
    public bool triggerAxisChanged = false;

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