// ENABLE_VR is not defined on Game Core but the assembly is available with limited features when the XR module is enabled. #if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE) && !UNITY_FORCE_INPUTSYSTEM_XR_OFF || PACKAGE_DOCS_GENERATION using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.XR.Haptics; using UnityEngine.InputSystem.Layouts; using UnityEngine.XR; namespace UnityEngine.InputSystem.XR { [InputControlLayout(isGenericTypeOfDevice = true, displayName = "XR HMD", canRunInBackground = true)] public class XRHMD : TrackedDevice { /// /// The base type of all XR head mounted displays. This can help organize shared behaviour across all HMDs. /// /// /// /// /// To give your head tracking an extra update before rendering: /// First, enable before render updates on your Device. /// /// /// /// // JSON /// { /// "name" : "MyHMD", /// "extend" : "HMD", /// "beforeRender" : "Update" /// } /// /// /// /// Then, make sure you put extra `StateEvents` for your HMD on the queue right in time before rendering. Also, if your HMD is a combination of non-tracking and tracking controls, you can update just the tracking by sending a delta event instead of a full state event. /// /// [InputControl(noisy = true)] public Vector3Control leftEyePosition { get; protected set; } [InputControl(noisy = true)] public QuaternionControl leftEyeRotation { get; protected set; } [InputControl(noisy = true)] public Vector3Control rightEyePosition { get; protected set; } [InputControl(noisy = true)] public QuaternionControl rightEyeRotation { get; protected set; } [InputControl(noisy = true)] public Vector3Control centerEyePosition { get; protected set; } [InputControl(noisy = true)] public QuaternionControl centerEyeRotation { get; protected set; } protected override void FinishSetup() { base.FinishSetup(); centerEyePosition = GetChildControl("centerEyePosition"); centerEyeRotation = GetChildControl("centerEyeRotation"); leftEyePosition = GetChildControl("leftEyePosition"); leftEyeRotation = GetChildControl("leftEyeRotation"); rightEyePosition = GetChildControl("rightEyePosition"); rightEyeRotation = GetChildControl("rightEyeRotation"); } } /// /// The base type for all XR handed controllers. /// [InputControlLayout(commonUsages = new[] { "LeftHand", "RightHand" }, isGenericTypeOfDevice = true, displayName = "XR Controller")] public class XRController : TrackedDevice { /// /// A quick accessor for the currently active left handed device. /// /// /// If there is no left hand connected, this will be null. /// This also matches any currently tracked device that contains the 'LeftHand' device usage. /// /// /// // To set up an Action to specifically target /// // the left-hand XR controller: /// /// var action = new InputAction(binding: "/<XRController>{leftHand}/position"); /// /// /// /// /// /// // To make the left-hand XR controller behave like the right-hand one /// var controller = XRController.leftHand; /// InputSystem.SetUsage(controller, CommonUsages.RightHand); /// /// /// public static XRController leftHand => InputSystem.GetDevice(CommonUsages.LeftHand); /// /// A quick accessor for the currently active right handed device. This is also tracked via usages on the device. /// /// If there is no left hand connected, this will be null. This also matches any currently tracked device that contains the 'RightHand' device usage. public static XRController rightHand => InputSystem.GetDevice(CommonUsages.RightHand); protected override void FinishSetup() { base.FinishSetup(); var capabilities = description.capabilities; var deviceDescriptor = XRDeviceDescriptor.FromJson(capabilities); if (deviceDescriptor != null) { if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Left) != 0) InputSystem.SetDeviceUsage(this, CommonUsages.LeftHand); else if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Right) != 0) InputSystem.SetDeviceUsage(this, CommonUsages.RightHand); } } } /// /// Identifies a controller that is capable of rumble or haptics. /// public class XRControllerWithRumble : XRController { public void SendImpulse(float amplitude, float duration) { var command = SendHapticImpulseCommand.Create(0, amplitude, duration); ExecuteCommand(ref command); } } } #endif