| ClearFallbackInputStack() | Clear all fallback input handlers off the stack. | 
        	
	| ClearInputDisableStack() | Clear the input disable stack, which will immediately re-enable input. | 
        	
	| ClearModalInputStack() | Clear all modal input handlers off the stack. | 
        	
	| Destroy() | Optional Destroy function to perform cleanup of the service before the Mixed Reality Toolkit is destroyed.(Inherited from IMixedRealityService) | 
        	
	| Disable() | Optional Disable function to pause the service.(Inherited from IMixedRealityService) | 
        	
	| Enable() | Optional Enable function to enable / re-enable the service.(Inherited from IMixedRealityService) | 
        	
	| GenerateNewSourceId() | Generates a new unique input source id. | 
        	
	| HandleEvent<T>(BaseEventData, ExecuteEvents.EventFunction<T>) | The main function for handling and forwarding all events to their intended recipients.(Inherited from IMixedRealityEventSystem) | 
        	
	| Initialize() | The initialize function is used to setup the service once created.
This method is called once all services have been registered in the Mixed Reality Toolkit.(Inherited from IMixedRealityService) | 
        	
	| LateUpdate() | Optional LateUpdate function to that is called after Update has been called on all services.(Inherited from IMixedRealityService) | 
        	
	| PopFallbackInputHandler() | Remove the last game object from the fallback input stack. | 
        	
	| PopInputDisable() | Pop disabled input state. When the last disabled state is
popped off the stack input will be re-enabled. | 
        	
	| PopModalInputHandler() | Remove the last game object from the modal input stack. | 
        	
	| PushFallbackInputHandler(GameObject) | Push a game object into the fallback input stack. Any input handlers on
the game object are given input events when no modal or focused objects consume the event. | 
        	
	| PushInputDisable() | Push a disabled input state onto the Input System.
While input is disabled no events will be sent out and the cursor displays
a waiting animation. | 
        	
	| PushModalInputHandler(GameObject) | Push a game object into the modal input stack. Any input handlers
on the game object are given priority to input events before any focused objects. | 
        	
	| RaiseDictationComplete(IMixedRealityInputSource, String, AudioClip) | 
        	
	| RaiseDictationError(IMixedRealityInputSource, String, AudioClip) | 
        	
	| RaiseDictationHypothesis(IMixedRealityInputSource, String, AudioClip) | 
        	
	| RaiseDictationResult(IMixedRealityInputSource, String, AudioClip) | 
        	
	| RaiseFloatInputChanged(IMixedRealityInputSource, Handedness, MixedRealityInputAction, Single) | Raise Float Input Changed. | 
        	
	| RaiseFocusChanged(IMixedRealityPointer, GameObject, GameObject) | Raise the focus changed event. | 
        	
	| RaiseFocusEnter(IMixedRealityPointer, GameObject) | Raise the focus enter event. | 
        	
	| RaiseFocusExit(IMixedRealityPointer, GameObject) | Raise the focus exit event. | 
        	
	| RaiseGestureCanceled(IMixedRealityController, MixedRealityInputAction) | Raise the Gesture Canceled Event. | 
        	
	| RaiseGestureCompleted(IMixedRealityController, MixedRealityInputAction, MixedRealityPose) | Raise the Gesture Completed Event. | 
        	
	| RaiseGestureCompleted(IMixedRealityController, MixedRealityInputAction, Quaternion) | Raise the Gesture Completed Event. | 
        	
	| RaiseGestureCompleted(IMixedRealityController, MixedRealityInputAction, Vector2) | Raise the Gesture Completed Event. | 
        	
	| RaiseGestureCompleted(IMixedRealityController, MixedRealityInputAction, Vector3) | Raise the Gesture Completed Event. | 
        	
	| RaiseGestureCompleted(IMixedRealityController, MixedRealityInputAction) | Raise the Gesture Completed Event. | 
        	
	| RaiseGestureStarted(IMixedRealityController, MixedRealityInputAction) | Raise the Gesture Started Event. | 
        	
	| RaiseGestureUpdated(IMixedRealityController, MixedRealityInputAction, MixedRealityPose) | Raise the Gesture Updated Event. | 
        	
	| RaiseGestureUpdated(IMixedRealityController, MixedRealityInputAction, Quaternion) | Raise the Gesture Updated Event. | 
        	
	| RaiseGestureUpdated(IMixedRealityController, MixedRealityInputAction, Vector2) | Raise the Gesture Updated Event. | 
        	
	| RaiseGestureUpdated(IMixedRealityController, MixedRealityInputAction, Vector3) | Raise the Gesture Updated Event. | 
        	
	| RaiseGestureUpdated(IMixedRealityController, MixedRealityInputAction) | Raise the Gesture Updated Event. | 
        	
	| RaiseHandJointsUpdated(IMixedRealityInputSource, Handedness, IDictionary<TrackedHandJoint,MixedRealityPose>) | Notify system that articulated hand joint info has been updated | 
        	
	| RaiseHandMeshUpdated(IMixedRealityInputSource, Handedness, HandMeshInfo) | Notify system that articulated hand mesh has been updated | 
        	
	| RaiseOnInputDown(IMixedRealityInputSource, Handedness, MixedRealityInputAction) | Raise the input down event. | 
        	
	| RaiseOnInputUp(IMixedRealityInputSource, Handedness, MixedRealityInputAction) | Raise the input up event. | 
        	
	| RaiseOnTouchCompleted(IMixedRealityInputSource, IMixedRealityController, Handedness, Vector3) | 
        	
	| RaiseOnTouchStarted(IMixedRealityInputSource, IMixedRealityController, Handedness, Vector3) | 
        	
	| RaiseOnTouchUpdated(IMixedRealityInputSource, IMixedRealityController, Handedness, Vector3) | 
        	
	| RaisePointerClicked(IMixedRealityPointer, MixedRealityInputAction, Int32, Handedness, IMixedRealityInputSource) | Raise the pointer clicked event. | 
        	
	| RaisePointerDown(IMixedRealityPointer, MixedRealityInputAction, Handedness, IMixedRealityInputSource) | Raise the pointer down event. | 
        	
	| RaisePointerDragged(IMixedRealityPointer, MixedRealityInputAction, Handedness, IMixedRealityInputSource) | Raise the pointer dragged event. | 
        	
	| RaisePointerUp(IMixedRealityPointer, MixedRealityInputAction, Handedness, IMixedRealityInputSource) | Raise the pointer up event. | 
        	
	| RaisePoseInputChanged(IMixedRealityInputSource, Handedness, MixedRealityInputAction, MixedRealityPose) | Raise the 6 degrees of freedom input event. | 
        	
	| RaisePositionInputChanged(IMixedRealityInputSource, Handedness, MixedRealityInputAction, Vector2) | Raise the 2 degrees of freedom input event. | 
        	
	| RaisePositionInputChanged(IMixedRealityInputSource, Handedness, MixedRealityInputAction, Vector3) | Raise the 3 degrees of freedom input event. | 
        	
	| RaisePreFocusChanged(IMixedRealityPointer, GameObject, GameObject) | Raise the pre-focus changed event. | 
        	
	| RaiseRotationInputChanged(IMixedRealityInputSource, Handedness, MixedRealityInputAction, Quaternion) | Raise the 3 degrees of freedom input event. | 
        	
	| RaiseSourceDetected(IMixedRealityInputSource, IMixedRealityController) | Raise the event that the Input Source was detected. | 
        	
	| RaiseSourceLost(IMixedRealityInputSource, IMixedRealityController) | Raise the event that the Input Source was lost. | 
        	
	| RaiseSourcePoseChanged(IMixedRealityInputSource, IMixedRealityController, MixedRealityPose) | Raise the event that the Input Source position was changed. | 
        	
	| RaiseSourcePositionChanged(IMixedRealityInputSource, IMixedRealityController, Vector2) | Raise the event that the Input Source position was changed. | 
        	
	| RaiseSourcePositionChanged(IMixedRealityInputSource, IMixedRealityController, Vector3) | Raise the event that the Input Source position was changed. | 
        	
	| RaiseSourceRotationChanged(IMixedRealityInputSource, IMixedRealityController, Quaternion) | Raise the event that the Input Source position was changed. | 
        	
	| RaiseSourceTrackingStateChanged(IMixedRealityInputSource, IMixedRealityController, TrackingState) | Raise the event that the Input Source's tracking state has changed. | 
        	
	| RaiseSpeechCommandRecognized(IMixedRealityInputSource, RecognitionConfidenceLevel, TimeSpan, DateTime, SpeechCommands) | 
        	
	| Register(GameObject) | 
		Obsolete.
	 Registers a GameObject to listen for events from this Event System.(Inherited from IMixedRealityEventSystem) | 
        	
	| RegisterHandler<T>(IEventSystemHandler) | Registers the given handler as a global listener for all events handled via the T interface.
T must be an interface type, not a class type, derived from IEventSystemHandler.(Inherited from IMixedRealityEventSystem) | 
        	
	| RequestNewGenericInputSource(String, IMixedRealityPointer[], InputSourceType) | 
        	
	| RequestNewGlobalInputSource(String, IMixedRealityFocusProvider, InputSourceType) | 
        	
	| Reset() | Optional Reset function to perform that will Reset the service, for example, whenever there is a profile change.(Inherited from IMixedRealityService) | 
        	
	| Unregister(GameObject) | 
		Obsolete.
	 Unregisters a GameObject from listening for events from this Event System.(Inherited from IMixedRealityEventSystem) | 
        	
	| UnregisterHandler<T>(IEventSystemHandler) | Unregisters the given handler as a global listener for all events handled via the T interface.
T must be an interface type, not a class type, derived from IEventSystemHandler.(Inherited from IMixedRealityEventSystem) | 
        	
	| Update() | Optional Update function to perform per-frame updates of the service.(Inherited from IMixedRealityService) |