Table of Contents

1. INAIR OS Overview

The INAIR Developer Platform is designed to empower developers, creators, and partners to build the next generation of spatial computing applications.

Powered by INAIR OS, the INAIR Pod spatial computing device, and a growing ecosystem of multi-brand AR glasses, developers can create cross-device, multi-window, and immersive spatial experiences that go beyond the limitations of traditional screens.

Unlike conventional display-based platforms, INAIR provides a spatial operating environment where applications are no longer restricted to a single screen. Instead, content can be distributed across multiple virtual windows and positioned dynamically within a 3D spatial workspace.

INAIR is not just a hardware device—it is a cross-terminal spatial computing platform that allows developers to build applications capable of running across different AR display devices while maintaining consistent interaction and spatial behaviors through INAIR OS.

Through the INAIR platform, developers can:

By abstracting hardware differences and providing a unified spatial environment, INAIR enables developers to focus on creating next-generation spatial user experiences rather than managing device-specific implementations.

INAIR OS serves as the foundation of this ecosystem, providing:

Together, INAIR OS and the INAIR Pod form a flexible spatial computing platform that allows developers to design applications for the emerging era of post-screen computing.

Core Capabilities

The INAIR platform provides a set of foundational capabilities that enable developers to build powerful spatial computing applications across multiple AR devices.

Spatial Multi-Window System

INAIR OS includes a native spatial window management system designed specifically for AR environments. Applications are not restricted to a single display surface and can instead exist as independent windows within a 3D spatial workspace.

Developers can create experiences that support:

This architecture enables users to organize content freely in a multi-screen spatial environment, significantly improving productivity and immersion compared to traditional single-screen interfaces.


Cross-Device AR Ecosystem

The INAIR platform is designed with device compatibility in mind, allowing applications to run across multiple AR display devices without requiring extensive device-specific development.

By building on INAIR OS, developers can deploy applications compatible with AR glasses from different manufacturers, including:

This write-once, adapt-across-devices approach reduces development complexity and helps developers reach a broader spatial computing ecosystem.


Low-Latency Streaming Architecture

INAIR OS supports a high-performance streaming architecture designed for demanding workloads such as remote computing and immersive media.

The platform enables:

Optimized low-latency transmission ensures smooth interaction and responsive visual output even when rendering workloads are executed remotely.


Integrated AI System Capabilities

INAIR OS integrates native AI capabilities into the platform, allowing developers to build intelligent spatial applications without implementing AI infrastructure from scratch.

Built-in capabilities include:

These capabilities allow developers to design applications that combine spatial computing and AI-driven interaction.


Multi-Modal Input System

INAIR OS supports multiple input methods to accommodate different device configurations and interaction scenarios.

Supported input methods include:

This flexible input system enables developers to design applications optimized for both immersive interaction and productivity-focused workflows.


Hardware Overview

INAIR Pod Specifications

The INAIR Pod is the core computing device of the INAIR spatial computing platform. It runs INAIR OS and provides the processing, storage, and connectivity required to power spatial applications and AR display devices.

Below are the primary hardware specifications of the INAIR Pod.

Specification Details
Weight 158 g
Dimensions 130 mm (L) × 55 mm (W) × 18 mm (H)
Battery 5000 mAh high-density battery
Battery Life Up to 4+ hours of active usage
Standby Time Up to 30 days
Processor Qualcomm Snapdragon 7-series octa-core processor
Memory 8 GB RAM
Storage 128 GB internal storage
Display Integrated touch screen

INAIR Pod Third-Party Glasses Compatibility Comparison

INAIR Pod + INAIR 2 Pro Viture Luma Ultra Viture Pro / Luma / Luma Pro / Luma Cyber Viture One / One Lite Viture Beast Xreal Air / Air 2 / Air 2 Pro / Air 2 Ultra Xreal one & one Pro & 1S Rayneo Air 2s / Air 3s / Air 3s Pro / Air 4 / Air 4 Pro 3D Projector & DLP-Link Compatible 3D Projector
Spatial Window Interaction
Multi-Window Mode Supported Supported Supported Supported (Limited 1920 × 1080 px resolution) In Development Supported Supported (Limited 3840 × 1080 px resolution) Supported (Limited 1920 × 1080 px resolution) Supports (Fixed full screen, up to 4K display)
Single-Window Mode In Development (Coming soon in March) Supported Supported Supported In Development Supported Supported Supported Supported
3Dof Floating Mode Supported In Development Supported In Development In Development Supported Glasses with built-in 3DoF Supported Hardware not supported
6Dof Hardware not supported Supported Hardware not supported Hardware not Supported In Development Hardware not supported In Development Hardware not Supported Hardware not supported
Follow Mode Supported In Development Supported In Development In Development Supported Glasses support 「Gimbal Mode」 Supported Hardware not supported
Depth Adjustment Freely adjustable range: 1.4 m – 10 m Supported Supported In Development In Development Freely adjustable range: 1.4 m – 10 m Glasses button switch (OSD Menu → Screen Distance) Freely adjustable range: 1.4 m – 10 m Fixed Fullscreen
Window Size Adjustment Supported Supported Supported In Development In Development Supported Supported Supported Fixed Fullscreen
Window landscape/portrait Switching Supported Supported Supported Supported In Development Supported Supported Supported Supported
Ecosystem Content
Google Play Store Support Supported Supported Supported Supported In Development Supported Supported Supported Supported
INAIR SPACE Wireless PC Streaming Supported Supported Supported Supported In Development Supported Supported Supported Supported
INAIR Mobile App Wireless Connection Supported Supported Supported Supported In Development Supported Supported Supported Supported
AI Capabilities
INAIR AI Real-Time 2D-to-3D Conversion Supported Supported Supported Supported In Development Supported Supported Supported Supported
Cloud-based Video-to-3D Conversion Supported Supported Supported Supported In Development Supported Supported Supported Supported
AI Voice Command Control Supported Supports Supports (Pod Microphone) Supported (Pod Microphone) In Development Supported Supported Supported Supports (Pod Microphone)
AI Large-Model Multimodal Interaction Supported Supported Supported Supported In Development Supported Supported Supported Supported
AI Field-of-View Awareness Supported Supported Supported Supported In Development Supported Supported Supported Supported
System Operations
Immersive Adjustment Supported In Development In Development In Development In Development Not Supported Supported Not Supported Hardware Not Supported
Pod Pointing Control Supported Supported Supported Supported In Development Supported Supported Supported Supported
Screenshot & Screen Recording Supported Supported ( AR Mixed Reality Recording) Supported ( Luma Pro supports AR mixed reality recording) Supported In Development Supported Supported Supported Supported
Visual Focus Area Control Supported Supported Supported Supported In Development Supported Supported Supported Supported
INAIR OS In-System Volume & Brightness Control Supported In Development Supported Supported In Development Not Supported Not Supported Not Supported Not Supported
External Bluetooth Keyboard & Mouse Support(INAIR Touchboard: auto-detection, custom multi-touch & button mapping) Supported Supported Supported Supported In Development Supported Supported Supported Supported
Game Controller & Other Bluetooth Peripheral Support Supported Supported Supported Supported In Development Supported Supported Supported Supported
Fingerprint Lock Supported Supported Supported Supported In Development Supported Supported Supported Supported

2. Getting Started with Android SDK

1. INAIR Andorid SDK Overview

This document is intended to guide developers in quickly integrating the INAIR Glasses SDK to obtain head-tracking IMU data from the glasses, enabling communication with INAIR glasses and access to their related features.

Developers can use this SDK to build applications based on the INAIR AR glasses platform.

Version History

Version History Release Date Major Updates
1.0.0 2026/04/27 Initial version, including service connection/disconnection and IMU data retrieval

SDK Introduction

The INAIR IMU SDK provides a complete set of interfaces for interacting with the glasses, including:

Scope

This SDK is intended for developers building applications for AR glasses.

Developers are expected to have basic experience with:

2. Environment Setup

Android Development

Hardware Requirements

SDK Installation

  1. SDK Package

HeadImuLib-release.aar

Inairdemo.zip

3. Quick Start

Project Configuration (Android)

  1. Open Android Studio and create a new Android project, or open an existing project.
  2. Copy the file HeadImuLib-release.aar from the SDK `libs` directory to the project's:
  3. Add the dependency to your build.gradle file:
dependencies {implementation files('libs/HeadImuLib-release.aar')// 其他依赖...}
  1. Call the relevant SDK methods inside MainActivity to start using the IMU data.
//注册Imu数据监听
HeadImuHelper.getInstance().setCallback(new HeadImuHelper.ImuDataCallback() {
    @Override
    public void onImuDataCallback(int followstate, float[] data) {
        //Log.i(TAG, "followstate is " + followstate + "  data is [" + data[0] + "," + data[1] + "," + data[2] + "," + data[3] + "]");
        runOnUiThread(new Runnable() {
            @Override
            public void run() {
                //data是length为7的float数组,前四位是头戴imu数据的四元数表示,后三位是头戴imu数据的欧拉角表示
                textView.setText("当前状态:随动" + (followstate == 0 ? "关闭" : "开启") + "   Imu数据:" + Arrays.toString(data));
            }
        });
    }
});
//连接服务
HeadImuHelper.getInstance().connectService(getApplicationContext());
//断开服务
HeadImuHelper.getInstance().disconnectService(getApplicationContext());
//开启随动,仅全屏启动应用时生效
HeadImuHelper.getInstance().setFollowState();
//关闭随动,仅全屏启动应用时生效
HeadImuHelper.getInstance().setUnFollowState();

Application Runtime Screenshots

1. Application Running

Application Running

2. IMU Data Acquisition

IMU Data Acquisition

4. Core Features

Retrieve Glasses IMU Data and Follow State

The SDK provides APIs to access the IMU data and head-tracking state of the INAIR glasses.

Supported capabilities include:

The returned IMU data is a float array representing the quaternion values of the glasses' orientation:

x, y, z, w

These values describe the current spatial orientation of the glasses.

Service Connection Management

The SDK allows applications to manage the connection to the glasses service.

Supported operations include:

5. API Reference

HeadImuHelper

HeadImuHelper是一个单例类,主要负责与IMU service建立连接和断开连接,并通过回调获取头戴设备imu数据。HeadImuHelper是单例模式,通过 Instance 属性全局访问。

Public Properties

public static HeadImuHelper Instance;

Public Methods

public static HeadImuHelper getInstance();


public void connectService(Context ctx);


public void disconnectService(Context ctx);


public void setFollowState();


public void setUnFollowState();


public void setCallback(ImuDataCallback callback);


HeadImuHelper.ImuDataCallback

`ImuDataCallback` is an interface used to receive IMU data and device state updates from the glasses.

Public Method

void onImuDataCallback(int followState, float[] data);

3. Getting Started with Unity SDK

Inair Unity SDK Overview

The INAIR SDK is the official development toolkit designed for building applications on the INAIR spatial computing platform.

It provides developers with the necessary APIs and system interfaces to integrate spatial computing capabilities into their applications and communicate directly with the INAIR system environment, including the INAIR Pod and connected AR display devices.

Using the INAIR SDK, developers can create applications that leverage the spatial computing capabilities of INAIR OS, including window management, device communication, and spatial interaction features.

The SDK is designed for developers with experience in:

Version History

Version Release Date Major Upadates Link
1.0.0 2026-04-08 Support for Multiple Display Devices
Compatible with various display devices, including third-party AR glasses, TVs, projectors, and other external displays.
Glasses Pose Data Access
Provides access to glasses orientation (pose) data, with support for configuring Follow Mode and Hover Mode.
Pod Device Pose Data Access
Allows applications to retrieve INAIR Pod device pose data, enabling developers to implement custom logic based on device orientation and related events.
Multiple Input Methods
Supports input events from the Pod touchscreen, Bluetooth keyboards, and Bluetooth mice.
Inair_UnitySdk_v1.0.0_release.zip

INAIR Unity SDK

Development Environment Setup

Android Environment

Unity Environment

Hardware Requirements

AR Glasses:
INAIR glasses compatible with this SDK

Computing Device:
INAIR Pod (an Android device running INAIR OS version 3.5 or later)

Project Setup

How to Create a Unity Project

Open Unity Hub and create a new project using the "3D (Built-in Render Pipeline)" template.

图 1

How to Switch to the Android Development Environment

In Build Settings, select the Android platform.

图 2

Switch to the Android Development Environment

How to Import the SDK

Open Window > Package Manager from the Unity menu. *(Figure 3)*

Click + > Add package from disk. *(Figure 4)*

Import the following files:

图 3

图 4

Manifest Setup

In Project Settings → Player → Publishing Settings, enable Custom Main Manifest and Custom Launcher Manifest. *(Figure 5)*

图 5

Locate the generated manifest files in the Plugins/Android directory. *(Figure 6)*

图 6

Edit AndroidManifest.xml:

<uses-feature android:glEsVersion="0x00030000" android:required="true"/>

*(Figure 7 / Figure 8)*

图 7

图 8

Edit LauncherManifest.xml:

图 9

Configure Graphics APIs

Disable Auto Graphics API, remove Vulkan, and keep OpenGLES3 only.

图 10

Minimum API Level

Set the Minimum API Level to API Level 34.

图 11

XR Configuration

Disable Initialize XR on Startup and enable Dp Loader.

图 10

Select the Scene to Build

In the Assets folder, select the scene you want to compile and include it in the build.

图 13

Install the Generated APK on the Device

4. Core Features

One-Click Integration with Multiple Display Devices

The INAIR SDK enables seamless integration with the INAIR Pod spatial computing host, supporting external display devices such as TVs, projectors, and third-party AR glasses.

Through a unified interface, developers can render spatial content across different display devices with automatic adaptation, allowing applications to easily support multiple display environments.

Development Workflow

  1. Create a GameObject in the 3D scene, and attach the `DpUnityService` script to it.

DpUnityService

  1. Set the execution order for the `DpUnityService` script.

Execution Order

  1. Create another GameObject and attach the `DuopingXR` script to enable XR support.

DuopingXR

  1. Build the project and generate the APK, then install the APK on the INAIR Pod to verify the experience.

AR Device Head Tracking

The INAIR SDK supports 3DoF / 6DoF head tracking for AR devices. With INAIR's proprietary follow algorithm, virtual content can achieve stable spatial anchoring and smooth head-following behavior, ensuring a stable and immersive spatial interaction experience.

Development Workflow

  1. Create a script that inherits from PodManager.
public class DpSample : PodManager
{
    //声明PodManager实例
    public static PodManager podManagerImpl;
    
    private void Awake()
    {
        //给PodManager实例赋值
        podManagerImpl = this;
    }
    
    private void OnEnable()
    {
        base.OnEnable();
        InitPodImu();
    }
    private void OnDisable()
    {
        base.OnDisable();
        ReleasePodImu();
    }
    void Update()
    {
        base.Update();
    }
}
  1. Call Methods through the `podManagerImpl` Instance
//开启随动模式
DpSample.podManagerImpl.OpenFllowHead(true);
//退出随动模式
DpSample.podManagerImpl.OpenFllowHead(false)
  1. Get the Current Head Tracking Mode
//获取是否是6DoF环境
bool is_6dof = DpUnityService.Instance.IsEnable6DoF;
//获取是否是3DoF环境
bool is_3dof = DpUnityService.Instance.IsEnable3DoF;
//获取是否是0DoF环境,不支持imu即为0DoF
bool is_support_imu = DpUnityService.Instance.supportImu;
//获取是否是3D模式
bool is_3d= DpUnityService.Instance.Is3dMode;

Pod Device Pose Tracking

The INAIR SDK supports gyroscope-based pose tracking for the INAIR Pod.Developers can use real-time device orientation changes to control ray direction, and the SDK also includes built-in motion events such as shake detection, making it easier to implement spatial pointing and shortcut gesture interactions.

Development Workflow

  1. Key Methods
//开启Pod主机imu接收
podManager.InitPodImu();
//停止Pod主机imu接收
podManager.ReleasePodImu();
//获取Pod主机当前四元数姿态
Quaternion q_podRotation = podManager.GetPodImu();
  1. In the `Update()` method, retrieve the Pod pose and apply it to the ray.
class DpSample : PodManager 
{
    ...
    public void Update()
    {
        if (Application.platform == RuntimePlatform.Android)
        {
            //获取Pod主机姿态四元数
            q_podRotation = podManager.GetPodImu();
            //将Pod姿态设置给射线
            ray.transform.localRotation = q_podRotation;
        }
    }
    //Pod主机摇一摇事件回调事件注册
    public override void onShakeEvent(bool start)
    {
        //触发摇一摇,进入shake状态触发
        if (start) 
        {
            //todo
        }
        else
        {
            //摇一摇状态结束,退出shake状态
            //todo
        }
    }
    ...
}

Support for Multiple Input Devices

The INAIR SDK supports multiple input methods on the INAIR Pod, including:

Developers can implement custom input event handling logic to support a wide range of interaction scenarios.

Development Workflow

  1. Use a custom launcher Gradle template to add the required dependency to the project.

Gradle Template

dependencies {
    //依赖包中有kotlin实现,需要添加此依赖
    implementation "org.jetbrains.kotlin:kotlin-stdlib:1.9.22"
}
  1. Create a Script that Inherits from `PodManager`
class DpSample : PodManager
{
    
}

  1. Override the relevant callback methods in `PodManager` to handle custom input events.
    //返回手势事件
    public override void onBackSwipeEvent()
    {
    }
    //Pod触摸屏/蓝牙键盘触摸板长按事件
    public override void onLongPressEvent()
    {
    }
    /**
     * 鼠标移动
     * @param deltaX x轴坐标移动差值
     * @param deltaY y轴坐标移动差值
     * @param buttonState 当前按下的button
     */
    public override void onMouseEvent(float deltaX, float deltaY, int buttonState, int deviceType)
    {
    }
    /**
     * 鼠标滑轮滚动事件
     * @param vScroll 滚轮轮动距离,竖直方向
     * @param hScroll 滚轮轮动距离,水平方向
     * @param buttonState 当前按下的button
     */
    public override void onMouseWheelScroll(float vScroll, float hScroll, int buttonState)
    {
    }
    //单击事件
    public override void onSingleTapEvent()
    {
    }
    //左滑
    public override void onSwipeLeftEvent()
    {
    }
    //右滑
    public override void onSwipeRightEvent()
    {
    }
    //触摸事件
    public override void OnTouchEvent(int action, float x, float y, int deviceType)
    {
    }
    //注册MouseEventProxy中的自定义事件处理
    //public static Action<int, float, float> DispatchTouchEvent;
    //public static Action<int> OnTouchStateChanged;
    //public static Action<float> OnBackJourneyProgressChanged;
    //public static Action<float> OnWindowZoomJourneyProgressChanged;
    //public static Action<bool> OnBackGestureEnd;
    //public static Action<int, float> OnScaleProgressChanged;
    public void DispatchTouchEvent()
    {
        MouseEventProxy.DispatchTouchEvent += (action, dx, dy) =>
        {
            switch (action)
            {
                case MouseEventProxy.ACTION_DOWN:
                    onFingerActionDown();
                    break;
                case MouseEventProxy.ACTION_MOVE:
                    onFingerActionMove(dx, dy);
                    break;
                case MouseEventProxy.ACTION_UP:
                    onFingerActionUp();
                    break;
                case MouseEventProxy.ACTION_CANCEL:
                    onFingerActionCancel();
                    break;
                default:
                    break;
            }
        };
    }

5. API Reference

DpUnityService

`DpUnityService` is a singleton class that inherits from `MonoBehaviour`. It is responsible for handling device-related system configurations, including:

The class follows the Singleton pattern and can be accessed globally via the `Instance` property.


Public Properties

public static DpUnityService Instance

public static Action<bool> Mode3DConfigAction

public static Action DeviceInitFailedAction

public static Action DeviceConfigChangedAction

public bool Is3dMode

public bool supportImu

public bool IsEnable6DoF

public bool IsEnable3DoF


PodManager

`PodManager` is an abstract class that inherits from `TouchEventLisener`. It is mainly used for managing Pod IMU data and handling related events.

This class must be inherited, and the `onShakeEvent` method must be implemented by subclasses.


Public Properties

public Quaternion offsetCameraRotation


Public Methods

public void InitPodImu()

public void ReleasePodImu()

public Quaternion GetPodImu()

public void OpenFllowHead(bool open)


Abstract Methods

void onShakeEvent(bool start)


Protected Methods

public static extern void SetRotatingThreshold(float data)


public static extern void GetFollowPose(float[] buf)


public static extern bool GetQuickCorrection()


Track

`Track` is a singleton class that inherits from `MonoBehaviour`. It is responsible for managing head-follow and hover (anchored) behaviors, synchronizing virtual objects with head movement.

The class follows the Singleton pattern and can be accessed via `Instance`.


Public Properties

public static Track Instance

public Transform head

public bool followHead


Public Methods

public void enableFollowHead(bool enable)


public void blockZAxis(bool block)


TouchEventListener

`TouchEventListener` is an abstract class that inherits from `MonoBehaviour`. It is used to handle touch, gesture, mouse, and device events.

Subclasses must implement its abstract methods to process specific interactions.


Public Constants

public const int ACTION_DOWN = 0;

public const int ACTION_UP = 1;

public const int ACTION_MOVE = 2;

public const int ACTION_CANCEL = 3;


Public Methods

public void OnEnable()

public void OnDisable()


Abstract Methods

public abstract void OnTouchEvent(int action, float x, float y, int deviceType);


public abstract void onLongPressEvent();

public abstract void onSingleTapEvent();

public abstract void onSwipeLeftEvent();

public abstract void onSwipeRightEvent();


public abstract void onBackSwipeEvent();

public abstract void onBackSwipeEndEvent(bool finish);


public abstract void onRecenter();


public abstract void onGlassStatusChanged(bool glassOn);


public abstract void onCursorAutoCalibrate();

public abstract void onCursorHandCalibrateStart();

public abstract void onCursorHandCalibrateEnd(bool timeout);


public abstract void onMouseEvent(float deltaX, float deltaY, int buttonState, int deviceType);


public abstract void onMouseWheelScroll(float vScroll, float hScroll, int buttonState);


public abstract void onBackSwipeProgressChange(float progress, int deviceType);


MouseEventProxy

`MouseEventProxy` inherits from `AndroidJavaProxy` and is responsible for handling input events from the Android layer, including:

Before using, call:

setMouseEventCallback();

When no longer needed:

removeMouseEventCallback();


Public Constants

Event Type Constants

public const int ACTION_DOWN = 0;

public const int ACTION_UP = 1;

public const int ACTION_MOVE = 2;

public const int ACTION_CANCEL = 3;

public const int ACTION_KEY_CLICK = 100;

public const int KEY_CODE_BACK = 4;

public const int ACTION_HOVER_MOVE = 7;


Touch State Constants

public const int TOUCH_STATE_IDLE = 0;

public const int TOUCH_STATE_DOWN = 1;

public const int TOUCH_STATE_DRAGGABLE = 2;

public const int TOUCH_STATE_LONGPRESS = 3;

public const int TOUCH_STATE_SINGLE_TAP_UP = 4;

public const int TOUCH_STATE_DOUBLE_TAP_DOWN = 5;

public const int TOUCH_STATE_DOUBLE_TAP_UP = 6;

public const int TOUCH_STATE_SCALABLE = 7;

public const int TOUCH_STATE_SCALE_END = 8;


Mouse Button Constants

public const int MOUSE_BUTTON_LEFT = 1;

public const int MOUSE_BUTTON_RIGHT = 2;

public const int MOUSE_BUTTON_MIDDLE = 4;


Device Type Constants

public const int DEVICE_TYPE_TOUCHSCREEN = 4098;

public const int DEVICE_TYPE_MOUSE = 8194;

public const int DEVICE_TYPE_TOUCHPAD = 1056778;

public const int DEVICE_TYPE_RAY = 1;


Public Static Properties

public static bool touchDown;

public static bool touchMove;

public static float touchMoveX;

public static float touchMoveY;

public static float deltaMoveX;

public static float deltaMoveY;

public static int moveType;

public static volatile bool interceptBackGesture;

public static volatile bool interceptScaleGesture;


Static Events

public static Action<int, float, float> DispatchTouchEvent;


public static Action<int> OnTouchStateChanged;


public static Action<float> OnBackJourneyProgressChanged;


public static Action<float> OnWindowZoomJourneyProgressChanged;


public static Action<bool> OnBackGestureEnd;


public static Action<int, float> OnScaleProgressChanged;


public static Action<int, float, float, int> OnMouseMoveEvent;


public static Action<float, float, int> OnMouseScrollEvent;


public static Action<int, bool, int> OnMouseButtonDownUpEvent;


public static Action<float, float, int, int> OnMouseEvent;


public static Action<bool> OnCursorPressStateChanged;


Custom Event Callbacks

public static event OnTouchEvent touchEvent;

public static event onLongPressEvent longPressEvent;

public static event onSingleTapEvent singleTapEvent;

public static event onDoubleTapEvent doubleTapEvent;

public static event onSwipeLeftEvent swipeLeftEvent;

public static event onSwipeRightEvent swipeRightEvent;

public static event onBackSwipeEvent backSwipeEvent;

public static event onBackSwipeEndEvent backSwipeEndEvent;

public static event onCursorAutoCalibrateEvent cursorAutoCalibrateEvent;

public static event onCursorHandCalibrateStartEvent cursorHandCalibrateStartEvent;

public static event onCursorHandCalibrateEndEvent cursorHandCalibrateEndEvent;

public static event onBackSwipeProgressChange BackSwipeProgressChangeEvent;


Public Methods

public void setMouseEventCallback();


public void removeMouseEventCallback();


public static void SetInterceptBackGesture(bool intercept);


public static void SetInterceptScaleGesture(bool intercept);

6. Common Issues and Solutions

Connection Issues

7. Technical Support