Introduction
Hello XR developers! In today’s tutorial, we’re diving into the world of OVR Input to enhance our controller input and animations for Oculus controllers. We’ll explore how to utilize the OVR Manager, a key component in our OVR camera rig, to achieve seamless controller integration. If you’re keen on more XR development content, consider supporting my work on Patreon or subscribing to the channel. Join our XR Developer Discord community for any queries. Let’s get started!
Read this documentation page by Meta to learn how to read input and this page on how to animate controllers!
Understanding OVR Input
OVR Input simplifies accessing controller data such as position, rotation, velocity, and button states. We’ll explore various methods like Get
, GetDown
, and GetUp
to track button presses and releases. These methods are crucial for creating responsive and interactive VR experiences. πΉοΈ
Implementing Controller Input
- Virtual Mapping (Combined Controller): This approach doesn’t require specifying a particular controller. If the primary controller (usually the left one) is inactive, the system defaults to the active controller. For instance, using
OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick)
allows movement control without specifying the controller. ποΈ - Virtual Mapping (Individual Controllers): Here, we access controllers individually. This can be done by directly referencing a specific controller or by assigning a controller variable in the
Get
method, which can be set in the Unity inspector or by code like thisOVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger, OVRInput.Controller.LTouch)
. ποΈ - Raw Mapping: This method exposes specific buttons on the controllers. It’s useful for actions like detecting Y-button presses with
Get
method calls like soOVRInput.GetUp(OVRInput.RawButton.X)
. π
Practical Examples
- Move Cube Script: Demonstrates moving a cube using the thumbstick of either the left or right controller based on which one is active. π§
- Trigger Color-Change Script: Shows how to change colors by pressing the trigger, using a float value from 0 to 1 to determine the intensity of the press. π
- Punch Projectile Launcher Script: A fun game mechanic where projectiles are launched based on the velocity and direction of a punch motion. This script includes adjustable parameters for projectile force and cooldown, enhancing the gameplay experience. π
Controller Animations
Meta provides animated controller models that respond to button presses. This is achieved using blend trees in Unity’s Animator, allowing smooth transitions between motions. For instance, the βButton 1β layer uses a float parameter to animate button presses. We can replicate this in our models or animations by assigning the float value from the OVR Input to the Animator controlling the blend tree. πΉοΈπ¨
Conclusion
Mastering OVR Input is essential for creating immersive and interactive VR experiences. By understanding and implementing various input mappings and animations, you can significantly enhance the functionality and appeal of your XR applications. Experiment with these techniques, and share your creations with our XR developer community. Stay tuned for more XR development tutorials, and see you in the next video! π
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