How is this setup?
If you look at
/Environment//Buildings//Warehouse/WarehouseDoor you'll find
InteractorColliderActivator there - it has a box collider (https://ibb.co/qxKJqRz)
From it's setup you can see that on collision entry it'll set
AvatarTrackedColliders active (and inactive on exit).
When activated (https://ibb.co/YWfDgrD) it simply adds a collider that interacts with rigidbodies.
Then you can use that collider to interact with other things, ie push that switch button inside (but also with other interactables, with that collider enabled you could say push gate without grabbing it).
Once you push the switch button all the way it'll trigger
That in turn changes button color and sets
WarehouseDoor script. Which in turn updates door scale based on that step value to create sliding up/down functionality.
Can it be made so that there is a touch interactor enabled when "point the finger" as done with the Oculus Touch controller, and being used in many of their onboarding material when touching buttons?
Quick and dirty way could be to link that
InteractorColliderActivator collision events with script that'll check if you're using
point the finger and then enable trackers if so.
More VRTK way would probably be to find
point the finger interaction - I don't think there is one, you probably want to use
/VRTK Prefabs//ControllerActions//LeftController/Interactions in similar fashion as
Grab to create reusable
point the finger - when that happens I'd trigger IsActive for
InteractorColliderActivator which should mean tracker colliders should only be enabled when they enter collider AND that collider is on
point the finger interaction.