Search Unity

Question XR input or "new" input system?

Discussion in 'XR Interaction Toolkit and Input' started by AnthonyJackson81, Dec 2, 2021.

  1. AnthonyJackson81

    AnthonyJackson81

    Joined:
    May 30, 2019
    Posts:
    32
    Just a quick question as I'm struggling on my approach to a couple of projects and tasks.

    I get the new input system.

    I get the XR input system.

    But do I just use them whenever? What are people using more?

    Let's say I have a pistol. It can be in both hands. But firing and mag ejection should only be in the gun hand ... So far this week, I have nailed my inputs using both the interaction toolkit And the new input system..... But I'm yet to switch my actions to another hand.
    .
    Am I on the correct path? Or are people not using the new input system in favour of the XR input system.

    Thanks.
     
  2. corycolt

    corycolt

    Joined:
    Sep 26, 2019
    Posts:
    3
    I’m probably not the best person to answer, but from my understanding you should be using their Open XR Input System. I’m trying to get a basic scene setup using the XR Interaction Toolkit using their default samples for input devices, but it doesn’t seem to work for me. I can look around, but I cannot move around for the life of me. I’m building to an Oculus Quest 2 and using Unity 2021.1.1f1 and using the XR Interaction Toolkit 1.0.0 pre release
     
  3. AnthonyJackson81

    AnthonyJackson81

    Joined:
    May 30, 2019
    Posts:
    32
    In the end I just picked a route which matched my project. For me I used the XR Interaction toolkit, and ended up extending the base classes when I needed something extra or some beyond out of the box. It largely worked, Im happy with my direction.

    I can see the use of the input system everywhere else. Just XR seems to work well with.....well, XR work.