> For the complete documentation index, see [llms.txt](https://unity.zoeimmersive.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://unity.zoeimmersive.com/adding-interactivity/interactions/conditions/gaze.md).

# Gaze

Gazing at an object in VR is pretty much the same as looking at an object in the real world. The **Gaze** condition checks if the user is looking at a specific IO.

{% embed url="<https://youtu.be/XTRQVVQYT1o?si=9vNiE7YG3-OaHwtG>" %}

The condition includes the following parameters:

* **Target Object**: the object (IO) you want to check if the user is looking at or not.
* **Mode:** if Mode is set to `Gaze_At`, it means the user looks at the object. If Mode is set to `Gaze_Away`, it means the user looks away from the object. \*
* **Minimum duration required:** check details [here](/adding-interactivity/interactions/conditions/duration-parameter.md).

{% hint style="info" %}
The Gaze condition uses the Gaze Collider of the Target IO (it checks if the raycast coming from the camera is colliding with this collider).
{% endhint %}

{% hint style="info" %}
`Gaze_At` is not detected if at the moment the interaction is active and checks the condition the user is already looking at the IO.
{% endhint %}

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