![]() ![]() Write code that reads data from your actions.įor more information, see the Input System package documentation, or consult the Sample to see how it reads input from various actions.Įnable the set of Interaction Features that your application uses. If you want to enable or disable specific actions and action maps, you can manage this process yourself. The Sample contains a helper script called Action Asset Enabler which enables every action within an Input Action Asset. For a list of these specific devices, see the Interaction bindings section.Įnsure your actions and action maps are enabled at runtime. When using OpenXR, you must either create a "Generic" binding, or use a binding to a device that Unity's OpenXR implementation specifically supports. Add the actions and action maps you defined in step 1 in the Input Action Asset you decided to use in step 2.Create an Input Action Asset, or use the one included with the Sample.Decide on what actions and action maps you want to use to describe your gameplay, experience or menu operations.Using OpenXR with Unity is the same as configuring any other input device using the Unity Input System: Unity recommends the use of Input Action Assets, and Input Action References to Actions within those assets so that Unity can present those bindings to OpenXR at applications startup. OpenXR Requires that all bindings be attached only once at application startup. Use action references and avoid inline action definitions.Avoid generic "any controller" bindings if possible (for example, bindings to ).Use specific control bindings over usages.Bind to the OpenXR layouts wherever possible.To set up input in your project, follow these recommendations: Unity recommends that you enable the Lock Input to the Game Window option from either the Unity OpenXR Project Validator or the Input System Debugger window In the Options section, enable the Lock Input to the Game Window option.Access the Input System Debugger window (menu: Window > Analysis > Input Debugger).To work around this issue, use the Unity OpenXR Project Validator or follow these steps: Versions V1.0.0 to V1.1.0 of the Unity Input System only route data to or from XR devices to the Unity Editor while the Editor is in the Game view. This adds a Samples folder to your project with a Scene named ControllerSample that you can run. Click the Import button next to the Controller sample.Open the Package Manager window (menu: Window > Package Manager).To install the Controller sample, follow these steps: ![]() The Open XR package contains a sample named Controller that will help you get started using input in OpenXR. Interaction profiles manifest themselves as device layouts in the Unity Input System. Unity will provide documentation on these features when they become available. These have the '(OpenXR)' suffix in the Unity Input System binding window. For smooth upgrading, Unity recommends that you use the device layouts included with the OpenXR package. To learn more about OpenXR features in Unity, see the Interaction profile features page.įuture versions of the Unity OpenXR Package will provide further integration with the OpenXR Input system. To use OpenXR Input, you must select the correct interaction profiles features to send to OpenXR. For more information, see the Interaction profile features section. The Unity OpenXR package provides a set of controller layouts for various devices that you can bind to your actions when using the Unity Input System. This will allow existing games and applications that are using Unity's Input System or the Feature API to continue to use their existing input mechanisms. Initially, Unity will provide a controller-based approach to interfacing with OpenXR. This page details how to use and configure OpenXR input within unity.įor information on how to configure Unity to use OpenXR input, see the Getting Started section of this document.
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