MD Package Technical & APi Documentation
MD_MeshEditorRuntimeVR
Namespace: MDPackage
MD_MeshEditorRuntimeVR is a vertex manipulaton tool at runtime for virtual reality.
To set it up, simply attach the component to one of your VR controllers, configure the input actions (drag and drop), and assign the target Mesh Pro Editor that contains the generated vertex points as GameObjects.
Read more here (Online documentation slide)
Properties
// Main selection radius in world space
public float BrushRadius { get; set; }

// Input Hookups - use for your own input handler

// Hookup a generic input for main button down and up
public bool InputHook_GenericButtonDown { get; set; }
Example Input Implementation
using UnityEngine;
using UnityEngine.InputSystem;

using MDPackage;

// Example script demonstrating a simple implementation of Unity's Input System with the RuntimeMeshEditorVR
public sealed class SampleScript : MonoBehaviour
{
 [SerializeField] private InputActionProperty targetVRController;
 [SerializeField] private MD_MeshEditorRuntimeVR runtimeVRMeshEditor;

private void Awake()
 {
  // Make sure the action is assigned
  if (targetVRController.reference == null || targetVRController.reference.action == null)
   return;

  targetVRController.reference.action.performed += OnControllerAction;
  targetVRController.reference.action.canceled += OnControllerAction;
 }

private void OnDestroy()
 {
  // Make sure the action is assigned
  if (targetVRController.reference == null || targetVRController.reference.action == null)
   return;

  targetVRController.reference.action.performed -= OnControllerAction;
  targetVRController.reference.action.canceled -= OnControllerAction;
 }

private void OnControllerAction(InputAction.CallbackContext obj)
 {
  if(obj.phase == InputActionPhase.Performed)
  {
   // Drag the selection of points
   runtimeVRMeshEditor.InputHook_GenericButtonDown = true;
  }
  else if(obj.phase == InputActionPhase.Canceled)
  {
   // Release the selection of points
   runtimeVRMeshEditor.InputHook_GenericButtonDown = false;
  }
 }
}