Class NeuroTag
The NeuroTag component labels a UnityEngine.GameObject of your scene as "mind-enabled" (i.e. that you can focus on to trigger actions).
Namespace: NextMind.NeuroTags
Assembly: NextMind.dll
Syntax
[AddComponentMenu("NextMind/NeuroTag")]
[DisallowMultipleComponent]
public class NeuroTag : MonoBehaviour
Remarks
Each NeuroTag in the scene gets a specific visual signature that will generate a response in the user brain. The NextMind engine can detect this response to measure the attentional focus of the user.
Fields
onBecameActivated
Event triggered when this NeuroTag became active this frame.
Declaration
public NeuroTagEvent onBecameActivated
Field Value
Type | Description |
---|---|
NeuroTagEvent |
Remarks
See also IsActive.
onBecameDeactivated
Event triggered when this NeuroTag became inactive this frame.
Declaration
public NeuroTagEvent onBecameDeactivated
Field Value
Type | Description |
---|---|
NeuroTagEvent |
Remarks
See also IsActive.
onConfidenceChanged
Event triggered when confidence value in a user focusing on this NeuroTag changes.
Declaration
public NeuroTagConfidenceEvent onConfidenceChanged
Field Value
Type | Description |
---|---|
NeuroTagConfidenceEvent |
onMaintained
Event triggered when a user remains focused on this NeuroTag. It is called each time we receive a confirmation from the engine (around every 250ms) that the user did not release focus.
Declaration
public NeuroTagEvent onMaintained
Field Value
Type | Description |
---|---|
NeuroTagEvent |
onReleased
Event triggered when a user stops focusing on this NeuroTag.
Declaration
public NeuroTagEvent onReleased
Field Value
Type | Description |
---|---|
NeuroTagEvent |
onStimulationStateUpdated
Event triggered when stimulation state is updated.
Declaration
public NeuroTagStimulationEvent onStimulationStateUpdated
Field Value
Type | Description |
---|---|
NeuroTagStimulationEvent |
onTriggered
Event triggered when a user focuses on this NeuroTag.
Declaration
public NeuroTagEvent onTriggered
Field Value
Type | Description |
---|---|
NeuroTagEvent |
Properties
IsActive
Is this NeuroTag active (i.e. ready to be triggered)?
A NeuroTag is active only if IsVisible and IsReady() are true
.
IsActive will not be set to true
immediately after IsVisible and IsReady(). The system may need a few frames to activate the NeuroTag.
Declaration
public bool IsActive { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
|
Remarks
See also onBecameActivated and onBecameDeactivated.
IsUsedForCalibration
This property returns true
during (and only during) the calibration process, if the NeuroTag is used for calibration.
Declaration
public bool IsUsedForCalibration { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsVisible
Is this NeuroTag currently visible by the TrackingCamera?
Declaration
public bool IsVisible { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
|
StimulationRenderers
The list of objects used for the stimulation.
It can be useful when you want to have multiple objects behaving as a unique NeuroTag, or to deport the visual effect of a stimulation on another object in the scene (child or not of the current object).
Declaration
public GameObject[] StimulationRenderers { get; set; }
Property Value
Type | Description |
---|---|
UnityEngine.GameObject[] |
Remarks
If the list is empty, this.gameObject
is used.
StimulationUpdateBehaviourType
This defines the stimultation behaviour related to this NeuroTag
Declaration
public StimulationBehaviour.BehaviourType StimulationUpdateBehaviourType { get; set; }
Property Value
Type | Description |
---|---|
StimulationBehaviour.BehaviourType |
|
Methods
SetStimulationBehaviour(StimulationBehaviour)
This fonction is used to override the default StimulationBehaviour by a custom one.
Declaration
public void SetStimulationBehaviour(StimulationBehaviour behaviour)
Parameters
Type | Name | Description |
---|---|---|
StimulationBehaviour | behaviour | The new behaviour. |