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XR Control - XR unified inputs solution

Discussion in 'Assets and Asset Store' started by Gruguir, Jan 20, 2018.

  1. Gruguir

    Gruguir

    Joined:
    Nov 30, 2010
    Posts:
    340
    XR Control is crafted to help to easily manage multiple XR controllers in your app/project.
    It allows you to detect inputs in an hardware-agnostic way and/or by device type.
    Build upon Unity native inputs, it doesn't relies on any third-party plugin.

    This early beta release focus on the main desktop VR motion controllers :
    • (OpenVr) Vive 'wand' Controllers (and OpenVr compatible)
    • (Oculus VR) Oculus Touch Controllers
    • (Oculus VR) Oculus Remote
    • (Windows Mixed Reality) Spatial Controllers
    Now includes interactive motion controllers models and Oculus Touch hand gestures examples.

    Asset Store page : http://u3d.as/10XD

    XR Control is actually in beta. It is the second release and part of the upcoming XR Toolset.

    See also : XR Switcher Beta - XR cross-platform manager and runtime device switcher : http://u3d.as/10g3
     
  2. Gruguir

    Gruguir

    Joined:
    Nov 30, 2010
    Posts:
    340
    It looks like there are changes regarding motion controllers naming conventions in latest Unity or SteamVR versions.
    I'm looking into it, a patch is on its way. Contact me if you need a workaround meantime.
     
    Last edited: Feb 5, 2018