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VR Input devices

Discussion in '5.4 Beta' started by freekstorm, Mar 9, 2016.

  1. freekstorm

    freekstorm

    Joined:
    Nov 11, 2010
    Posts:
    86
    So given that we not have multiple input devices, both normal and tracked and VR games with no start screen for key binding, is there any chance we can have script access to the InputManager.

    I have a customer who swears he has no controllers plugged in, but the game behaves like he has. There is no UI (its a 5.3 build) for him to edit the bindings, and because I cant modify them in the script I cant do anything.

    It would also be acceptable to have an attached devices array and let us read the device settings explicitly from there rather than using the input manager. This problem is going to get worse as the number of controller types increases.
     
  2. ScottF

    ScottF

    Vice President, Platforms

    Joined:
    Jul 31, 2013
    Posts:
    96
    We are actively working on solutions for generic input system for tracked input devices. This is a complex system so it will take us some time but we will share info as we make progress.
     
    JonDadley and freekstorm like this.