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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

true if the NeuroTag is active, false otherwise.

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

true if the NeuroTag is visible, false otherwise.

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

BehaviourType.Default if the StimulationBehaviour.BehaviourType is in Default mode it will automaticly trigger Nextmind's provided material, BehaviourType.Custom give you acces to event onStimulationStateUpdated where you can provide your own custom stimulation behavior.

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.