Unity UI Button's don't provide a good funnel for determining button state logic and expose very limited states for building great MR experiences. A lot of folks end up creating their own variations ...
This property defines the selection logic. When an Interactable is clicked, it iterates into a next Dimension level. Dimensions is similar to rank and defines a state outside of inputs (i.e focus, ...
This has been such a fun build. Under the hood we now have: – Unity interactable system – Dynamic dialogue renderer (romaji ↔ Japanese toggle) – Clickable word-level translations (Duolingo-style hints ...