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Unite Sydney - Xr Input Mapping

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Learn more about VR controllers and the XR Input Mapping system in our VR Mini-Degree: https://academy.zenva.com/product/unity-game-development-mini-degree/?zva_src=slideshare-unitesydney2019

VR, the ability to experience and be present in worlds that don't exist is certainly a super exciting field

Using hand controllers is one of the main ways in which we can interact with these virtual worlds.

But the VR ecosystem is very fragmented. Until very recently, your options as a developer were to focus on just one platform using their native SDK, or to embark in a cross-platform hell where you were at the mercy of frameworks that were not always well maintained

But that's all changed for good in Unity 2019.1 thanks to the new XR input mapping, which gives you an easy way to access all buttons in all the main controllers.

In this presentation we are going to introduce the new xr input mapping system and we are going to develop 4 basic controller interactions that will be useful in a wide variety of scenarios:
- grabbing
- using
- throwing
- selecting


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Unite Sydney - Xr Input Mapping

  1. 1. VR Controller Interactions for the Masses Pablo Farias Navarro Founder, ZENVA https://zenva.com
  2. 2. We interact with virtual worlds using controllers 3
  3. 3. Each VR platform has their own SDK 4
  4. 4. Cross-platform support has been massively improved in Unity 2019.1 5
  5. 5. Agenda 6 — Headset and controller tracking — XR Input Mapping — Common interactions — Grabbing — Throwing
  6. 6. What happens when you move your laptop? 7
  7. 7. Stationary Experience XR Rig 8 Room-Scale Experience
  8. 8. Setup in Unity 9 Tracked Pose Driver component (Import XR Legacy Input Helpers from the Package Manager)
  9. 9. Controller Models 10
  10. 10. Agenda 11 ✅ Headset and controller tracking — XR Input Mapping — Common interactions — Grabbing — Throwing
  11. 11. XR Input Mapping 12 — Available in 2019.1 — Standard set of Feature Usages — Supports all major XR platforms
  12. 12. Hello World XR Button 13 In Update() — Get the device (specifying left / right hand) — Get the Feature Usage value — Check the value is true (“pressed”)
  13. 13. Hello World XR Button 14
  14. 14. Making it reusable 15 — Hand selection — Feature Usage selection — Press / Release events Code: https://zenva.com/unitesydney2019
  15. 15. Axis support 16 — Button values are either true or false — Axis values can be between 0 and 1 — Define a threshold for “Press” event
  16. 16. 17
  17. 17. Agenda 18 ✅ Headset and controller tracking ✅ XR Input Mapping — Common interactions — Grabbing — Throwing
  18. 18. Grabbing 19 1. Check button press (“Grip”) 2. Check controller – item collision 3. Item follows the controller 4. Check button release 5. Item is dropped
  19. 19. Controller and item 20 Controller Item
  20. 20. Throwing 21 1. Keep track of controller velocity 2. Check button release 3. Set item to non-kinematic 4. Apply velocity
  21. 21. 22
  22. 22. Summary 23 1. Unity support for VR Controllers 1. Tracked Pose Driver 2. XR Input Mapping 2. Reusable button controller 3. Common interactions 1. Grabbing 2. Throwing
  23. 23. Thank you! Pablo Farias Navarro Founder, ZENVA https://zenva.com

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