ARCursor
A cursor that represents a player's mouse in the 3D world. For use with AR devices.
Camera
The camera of the player associated with the mouse.
It is of the type ARCamera.
Hit
The CFrame the user's mouse is located at.
It is of the type CFrame.
MouseDelta
The current change in position of the mouse for the frame that was sent.
It is of the type Vector2.
Origin
A CFrame indicating where the mouse originated from. It is positioned at the camera and oriented toward the mouse's 3D position.
It is of the type Vector3.
Player
The name of the player the cursor is for.
It is of the type string.
Pressed
A boolean for whether or not the mouse button is pressed.
It is of the type boolean.
ScreenPosition
The XY screen position of the mouse cursor.
It is of the type Vector2.
Target
The PartObject that is being hovered over. You can call methods on this part!
It is of the type PilotObject.
UnitRay
A Ray directed toward the mouse's position in 3D space. It originates from the CFrame of the camera. Like all unit rays, it has a magnitude of 1.
It is of the type Ray.
UserCFrames
Contains Head, LeftHand, and RightHand CFrames for VR.
Head
It is of the type CFrame.
LeftHand
It is of the type CFrame.
RightHand
It is of the type CFrame.
UserId
The user ID of the player.
It is of the type number.
UserInput
A table of input data (would suggest printing with repr) - Contains Mouse, Keyboard, Gamepad, VREnabled, KeyboardEnabled, TouchEnabled, GamepadEnabled, and LastInputType.
It is of the type ARInput.
VirtualTarget
The hovered part in the virtual 3D space.
It is of the type BasePart.
VirtualWorldPosition
The world position of the mouse cursor in the virtual 3D space.
It is of the type Vector3.
WorldPosition
The world position of the mouse cursor.
It is of the type Vector3.
X
The X position of the cursor on the screen.
It is of the type number.
Y
The Y position of the cursor on the screen.
It is of the type number.
Luau Type
This is the luau type for ARCursor. It may help clear up mistranslations from the raw data to the wiki page (as it is an automatic process).
export type ARCursor = {
WorldPosition: Vector3,
Origin: Vector3,
UserId: number,
Target: PilotObject,
Pressed: boolean,
UnitRay: Ray,
Camera: ARCamera,
ScreenPosition: Vector2,
UserCFrames: {
RightHand: CFrame,
LeftHand: CFrame,
Head: CFrame,
},
Y: number,
Player: string,
VirtualWorldPosition: Vector3,
Hit: CFrame,
X: number,
VirtualTarget: BasePart,
MouseDelta: Vector2,
UserInput: ARInput,
}