GvrReticle script modify, Meshrenderer.

Hi everyone,

Im having a hard time modifying this gvrreticle script. I want the reticle to disappear when I’m not looking at an interactable object. I made a script called interactable, with a public bool called isInteractable. Now this is what I’ve done in the gvrreticle script:

/// Called when the user is looking on a valid GameObject. This can be a 3D
  /// or UI element.
  ///
  /// The camera is the event camera, the target is the object
  /// the user is looking at, and the intersectionPosition is the intersection
  /// point of the ray sent from the camera on the object.
  public void OnGazeStart(Camera camera, GameObject targetObject, Vector3 intersectionPosition,
                          bool isInteractive) {

    SetGazeTarget(intersectionPosition, isInteractive);

    var interactableObject = targetObject.GetComponent<Interactable> ();

    if(interactableObject.isInteractable){
      rend.enabled = true;
    } else {
      rend.enabled = false;
    }


  }

  /// Called every frame the user is still looking at a valid GameObject. This
  /// can be a 3D or UI element.
  ///
  /// The camera is the event camera, the target is the object the user is
  /// looking at, and the intersectionPosition is the intersection point of the
  /// ray sent from the camera on the object.
  public void OnGazeStay(Camera camera, GameObject targetObject, Vector3 intersectionPosition,
                         bool isInteractive) {

    SetGazeTarget(intersectionPosition, isInteractive);


    var interactableObject = targetObject.GetComponent<Interactable> ();

    if(interactableObject.isInteractable){
      rend.enabled = true;
    } else {
      rend.enabled = false;
    }


  }

  /// Called when the user's look no longer intersects an object previously
  /// intersected with a ray projected from the camera.
  /// This is also called just before **OnGazeDisabled** and may have have any of
  /// the values set as **null**.
  ///
  /// The camera is the event camera and the target is the object the user
  /// previously looked at.
  public void OnGazeExit(Camera camera, GameObject targetObject) {

    rend.enabled = false;

    reticleDistanceInMeters = kReticleDistanceMax;
    reticleInnerAngle = kReticleMinInnerAngle;
    reticleOuterAngle = kReticleMinOuterAngle;

  }

Maybe could just modify the GvrReticlePointer.cs and set kReticleMinOuterAngle to 0?
so that when not gazing anything, it would become really small value/invisible…

if it doesnt work, then inside
public override void OnPointerExit(GameObject targetObject) {
could just disable meshrenderer to try…