using System; using System.Runtime.InteropServices; using UnityEngine; namespace UnityEngineInternal.Input { // Token: 0x0200039A RID: 922 [StructLayout(LayoutKind.Explicit, Size = 104)] public struct NativeTrackingEvent { // Token: 0x04000C5A RID: 3162 [FieldOffset(0)] public NativeInputEvent baseEvent; // Token: 0x04000C5B RID: 3163 [FieldOffset(20)] public int nodeId; // Token: 0x04000C5C RID: 3164 [FieldOffset(24)] public uint availableFields; // Token: 0x04000C5D RID: 3165 [FieldOffset(28)] public Vector3 localPosition; // Token: 0x04000C5E RID: 3166 [FieldOffset(40)] public Quaternion localRotation; // Token: 0x04000C5F RID: 3167 [FieldOffset(56)] public Vector3 velocity; // Token: 0x04000C60 RID: 3168 [FieldOffset(68)] public Vector3 angularVelocity; // Token: 0x04000C61 RID: 3169 [FieldOffset(80)] public Vector3 acceleration; // Token: 0x04000C62 RID: 3170 [FieldOffset(92)] public Vector3 angularAcceleration; } }