Version: 2018.4
Spatial Mapping common troubleshooting issues
Input for Windows Mixed Reality

Unity XR input

This section provides information on all Unity supported input devices used to interact in Virtual RealityA system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info
See in Glossary
, Augmented Reality and Mixed Reality applications.

XR input mappings

You can access XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary
input features via the legacy input axis and button indices. This table outlines what each feature maps to on each platform. For information about how to use the button/joystick axes, see documentation on Conventional game input.

Feature Usage FeatureType Legacy Input Index [L/R] WMR OculusA VR platform for making applications for Rift and mobile VR devices. More info
See in Glossary
GearVR Daydream OpenVR (Full) Vive OpenVR (Oculus) OpenVR (WMR)
Primary2DAxis 2D Axis [(1,2)/(4,5)] Joystick Joystick Joystick Touchpad [Trackpad/Joystick] Trackpad Joystick Joystick
Trigger Axis [9/10] Trigger Trigger Trigger Trigger Trigger Trigger Trigger Trigger
Grip Axis [11/12] Grip Grip Grip Grip Grip Grip Grip
IndexTouch Axis [13/14] Index - Near Touch
ThumbTouch Axis [15/16] Thumb - Near Touch
Secondary2DAxis 2DAxis [(17,18)/(19,20)] Touchpad Touchpad
IndexFinger Axis [21/22] Index
MiddleFinger Axis [23/24] Middle
RingFinger Axis [25/26] Ring
PinkyFinger Axis [27/28] Pinky
CombinedTrigger Axis [3/3] CombinedTrigger Combined Trigger Combined Trigger Combined Trigger Combined Trigger Combined Trigger
PrimaryButton Button [2/0] [X/A] App Primary Primary Primary [Y/B] Menu
PrimaryTouch Button [12/10] [X/A] - Touch
SecondaryButton Button [3/1] [Y/B] Alternate Alternate [B/A]
SecondaryTouch Button [13/11] [Y/B] - Touch
GripButton Button [4/5] Grip - Press Grip - Press Grip - Press Grip - Press Grip - Press Grip - Press Grip
TriggerButton Button [14/15] Trigger - Press Index - Touch Trigger - Press Trigger - Press Trigger - Press Trigger - Press Trigger - Touch Trigger-Press
MenuButton Button [6/7] Menu Start (6)
Primary2DAxisClick Button [8/9] Joystick - Click Thumbstick - Click Touchpad - Click Touchpad - Click StickOrPad - Press StickOrPad - Press StickOrPad - Press Touchpad - Click
Primary2DAxisTouch Button [16/17] Touchpad - Click Thumbstick - Touch Touchpad - Touch Touchpad - Touch StickOrPad - Touch StickOrPad - Touch StickOrPad - Touch Touchpad - Touch
Thumbrest Button [18/19] Touchpad - Touch ThumbRest - Touch

XR Input through Legacy Input System

You can poll XR input features via the legacy input system, using the appropriate legacy input indices from the table above. Create an axis mapping in Edit > Settings > Input to add the appropriate mapping from the input name to the axis index for the platform device’s feature. The button or axis value can be retrieved with Input.GetAxis or Input.GetButton by passing in the now-mapped axis or button name.

Haptics

You can retrieve input devices for any currently tracked XRNode. If there is a valid input device at a tracked XRNode, Unity can route haptic data to the corresponding input device to provide the wearer with immersive feedback. Unity can send haptic data either as a simple impulse with amplitude and duration, or as a buffer of data.

Not all platforms support all types of haptics, but you can query a device for haptic capabilities. The following example gets an input device for the right hand, checks to see if the device is capable of haptics, and then plays back an impulse if it is capable:

InputDevice device = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
HapticCapabilities capabilities;
if(device.TryGetHapticCapabilities(out capabilities))
{
    if(capabilities.supportsImpulse)
    {
        uint channel = 0;
        float amplitude = 0.5f;
        float duration = 1.0f;
        device.SendHapticImpulse(channel, amplitude, duration);
    }
}

Note: this code example uses the UnityEngine.XR namespace.


  • 2018–10–15 Page published
Spatial Mapping common troubleshooting issues
Input for Windows Mixed Reality
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