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

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Unite Sydney - Xr Input Mapping

Editor's Notes

  1. Hello everyone Pablo here I'm a certified unity instructor and founder of Zenva, an online academy that teaches coding and game development.
  2. 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.
  3. 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
  4. 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.
  5. In this presentation we are going to introduce the new xr input mapping system and we are going to develop basic controller interactions that will be useful in a wide variety of scenarios: - grabbing  - throwing Let’s start with tracking
  6. Let me ask you a question. What happens when you are playing a game and you move your laptop. The answer is of course nothing. The camera in a normal game is controller by the keyboard, gamepad or by the game itself in lets say a cut scene. In VR on the other hand, the camera movement and rotation is controlled by the player. The same thing happens with hand-tracked controllers. You can never impose rotation or movement to any of these, it would feel like someone taking your head and forcing you to look around.
  7. In VR applications we create a container object which we can call an XR rig. And when you need to move the player, for example if they hop into a vehicle or a lift, what you move is the entire rig There are two main types of VR experiences, and of course these definitions are not set in stone. We have stationary experiences where the location of the floor is not necessarily detected or known so we use a floor offset to set that height, and we have room-scale experience where the floor is detected by the tracking system
  8. In Unity, the setup can be the same on both cases. We just use containing objects, the head is the camera, and we use a component named Tracked Pose Driver to track the position and rotation of these devices. The tracked pose driver is available in the package manager under XR Legacy Input Helpers. And don’t be afraid by the word legacy here, there is no replacement for the time being so this is the only thing you can use for now.
  9. The controllers also need a 3D model so that you can see them on your application.
  10. That’s it in regards to tracking. Then the xr input mapping is the part that has been significantly improved in 2019.1.
  11. The Xr input mapping system defines a set of standard feature usages that you can use in your code, and that translate to different buttons in the main VR and AR controller platforms
  12. In this presentation we are going to introduce the new xr input mapping system and we are going to develop basic controller interactions that will be useful in a wide variety of scenarios: - grabbing  - throwing Let’s start with tracking
  13. That’s it in regards to tracking. Then the xr input mapping is the part that has been significantly improved in 2019.1.
  14. Hello everyone Pablo here I'm a certified unity instructor and founder of Zenva, an online academy that teaches coding and game development.