We're working on Hololens 2 and have created our own Button design, where we followed a MRTK Tutorial. Now sadly we cannot execute the buttons using the Gaze-cursor in Hololens 2.
We are using our own Configurationprofile, but the same is valid when using the defaultHololens2configurationprofile.
Also there is a weird behaviour (Valid for both profiles mentioned before): When starting the app the Gaze-cursor is visible, the moment my hands are recognized the gaze-cursor disappears (all good until now), but when I move my hands behind my back the gaze-cursor doesn't appear anymore.
Does anybody have a similar problem, knows how to solve it or has observed something similar?
We are using:
Unity 2020.3.6f1
MRTK 2.7.0
All XR Packages up to date, except XR Plugin Management 4.0.1
Here some screenshots which components our buttons have attached:



Cheers and thanks for the help
The reason is that MRTK is currently designed in a way that at a distance hand rays act as the prioritized focus pointers, so the eye gaze is suppressed as a cursor input if hand rays are used.
If you want to use both eye focus and hand rays at the same time, please follow this documentation:Use hand rays and eye-gaze input together. However, in this way, voice command will be the only method to interact with the hologram which focusing on.
Besides, if you want to support a 'look and pinch' interaction, you need to disable the hand ray according to this document:How to support look + hand motions (eye gaze & hand gestures)