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    1.Input mapping table

    In the Unity plugin SDK, real physical buttons need to be mapped to virtual buttons. In the code, the virtual buttons are used to obtain the state of the buttons to determine whether the button is pressed or lifted.

    HMD

    HMD

    Mapping table:

    Physical buttons Virtual buttons
    Home Button HomeButton
    Confirm Key PrimaryButton
    Back button MenuButton
    Volume Up Button VolumeUpButton
    Volume Down Button VolumeDownButton

    For example, an example of obtaining the Home key:

    InputDevice HMDDevice = InputDevices.GetDeviceAtXRNode(XRNode.CenterEye);
    if (HMDDevice.TryGetFeatureValue(new InputFeatureUsage<bool>("HomeButton"), out bool homevalue))
    {
        HMD_HomeButton.SetActive(homevalue);
    }
    

    Handle

    Hand

    Mapping table:

    Physical buttons Virtual buttons
    Touchpad buttons PrimaryButton
    APP key MenuButton
    Home Button HomeButton
    Trigger Button TriggerButton

    For example, to get the event of a touchpad button:

    InputDevice RightControllerDevice = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
    if (RightControllerDevice.TryGetFeatureValue(new InputFeatureUsage<bool>("PrimaryButton"), out bool clickvalue))
    {
        R_ClickButton.SetActive(clickvalue);
    }
    

    For more input related usage, please refer to Input Sample

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    • 1.Input mapping table
      • HMD
      • Handle
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