Checkboxes are currently unusable in the new toolkit, as you cannot bind functions to states.
There is a development commit on GitHub, but it's not usable yet, so I need a script to work around, without changing the toolkit.
Should be able to easily set starting state, and call functions on state change - which you currently can't.
Found a solution that works without changing the toolkit, and should work on newer versions.
using UnityEngine;
using Microsoft.MixedReality.Toolkit.UI;
using UnityEngine.Events;
[RequireComponent(typeof(Interactable))]
public class CheckBoxInteractableSwitch : MonoBehaviour
{
public bool startChecked = true;
public UnityEvent OnCheck;
public UnityEvent OnUncheck;
private Interactable interactable;
private int state = 1;
void Start()
{
interactable = GetComponent<Interactable>();
if (OnCheck == null)
OnCheck = new UnityEvent();
if (OnUncheck == null)
OnUncheck = new UnityEvent();
OnCheck.AddListener(Checked);
OnUncheck.AddListener(UnChecked);
//works with 2 dimensions only
if (startChecked)
{
if (interactable.GetDimensionIndex() == 0) interactable.IncreaseDimension();
}
else
{
if (interactable.GetDimensionIndex() == 1) interactable.IncreaseDimension();
}
}
void Update()
{
if (interactable == null) return;
//state check
if (state != interactable.GetDimensionIndex())
{
state = interactable.GetDimensionIndex();
if (state == 0) OnUncheck.Invoke();
if(state == 1) OnCheck.Invoke();
}
}
private void Checked()
{
}
private void UnChecked()
{
}
}
Works with checkboxes only (2 dimension), you can set the default state for the checkbox, and you can subscribe to states on state changes.