Unity represents VR controller inputs as separate joysticks. Use the UnityEngine. Input class to access button and axis values. This page provides the axis and button mappings for the three types of controllers supported by OpenVR:. Access this name through the list returned by UnityEngine. When available, these controllers appear highlighted in green in the SteamVR status menu when tested with Steam.
To access this menu you must have both Steam and SteamVR installed and running on your machine. You can test the availability of these controllers by periodically checking for their presence in the list of joystick names through script. When the controllers turn off, or when you remove their batteries, an empty string replaces their name in the list returned by UnityEngine.
When the controllers turn on again, their name reappears in the list of returned joysticks. This section provides mapping information for each type of controller that OpenVR devices supports. The diagram below displays the different inputs available on Oculus Touch controllers for use in VR applications. The table below lists controller inputs for each OpenVR-supported controller, their interaction types, Unity axis and button IDs, along with the value range for each axis.
When developing applications to support OpenVR devices, it is important to note certain differences in input event triggers and response rates for buttons on all three controllers.
The HTC Vive controllers each have two grip buttons but both map to the same axis. The value for these buttons is 0. The grip on the Oculus Touch Controller is an analog trigger with a range from 0. Version: Language : English. Unity Manual. Unity User Manual Input for Windows Mixed Reality. Input for Oculus. Publication Date: The VR ecosystem is growing every day and with Knuckles we're adding quite a bit of potential to the space. SteamVR now needs to handle finger tracking and force sensors.
This requires we take another look at how we're handling input now, and how we'll handle it in the future.
Now we're going to dive into how you as a Unity developer can use this system to stop worrying about each new input device and focus on creating your virtual reality. We'll start from the beginning with downloading the unity plugin, go through adding new actions, binding them, using them in the editor and code, and finally creating a build. We have not removed access to the old input functions, but both can't be used at the same time.
We strongly encourage you to move to the new input system. All of the scenes, prefabs, the default camera rig, and the interaction system in the SteamVR Unity plugin now use this new system. But if you prefer, the old system is on the releases page of our github. This is an significantly different iteration of the Unity plugin. We've made a lot of changes to how input works and we want to make sure we continue to get your feedback. We welcome you to post about issues on our github issues page here.
If you'd like to suggest specific code changes please do that with an Issue or Pull Request on our github page. To start off, go ahead and download this package and extract it into a new Unity project.
We recognize that many of our developers are still on older versions of Unity and we are committed to continuing to support them. Currently the plugin will work as far back as Unity version 5. In this scene you'll find a number of new things. We've extended throwing examples, added a platformer controller, an RC car, a simple push button, grenades, and lots of hand samples.
In the throwing section there's now a basic example of item interaction with velocity based movement similar to NewtonVR. This makes it so your items no longer pass through solid colliders unimpeded. Instead they slide more smoothly around obstructions.
A more hearty velocity estimation algorithm has been added to not just average existing controller velocity but to match throwing intent even if the actual release point was a bit too early or late. And we've separated out the existing styles of interacting with items so you can assess those as well. All of these interactable bits are settings on the existing Throwable component.
The platformer and rc car section has some fun samples for you to discover. They're relatively simple controllers but show a more indirect form of interacting with your world. The controllers hold the actions and get queried with the hand that is holding them. Knuckles brings finger tracking to SteamVR.Search Unity. Log in Create a Unity ID.
Unity Forum. Forums Quick Links. Asset Store Spring Sale has begun! Unite Now has started! Come level up your Unity skills and knowledge. Come post your questions! Vive controller trigger press?
Joined: Jul 1, Posts: Could someone please help me out with this How to get button trigger input from a Vive controller in the latest Unity plugin? Also I have had a tough time finding any good tutorials on the new interaction system. I'd rather use the old [CameraRig] as I don't need all the Hand stuff Really could use a hand here. I'm using the latest SteamVR plugin - 2. But I just can't figure out how to know if the controller trigger is pressed. Device controller.
Input int trackedObj. Joined: Aug 1, Posts: Collections. Generic. Log "Trigger was pressed or released". FlightOfOneOct 12, HorusVision and dmennenoh like this.
FlightCrazed thanks so much for that, it helps a lot. Joined: Oct 22, Posts: 1.Home Discussions Workshop Market Broadcasts. Change language.
Install Steam. SteamVR Knuckles Driver. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support. Please see the instructions page for reasons why this item might not work within SteamVR Knuckles Driver. This item will only be visible to you, admins, and anyone marked as a creator. This item will only be visible in searches to you, your friends, and admins. This guide will walk you through starting a new project, adding actions, binding them, and making a build.
This item has been added to your Favorites. Created by. Keith Online. Guide Index. In my application, I use two tracker dongles and one HMD to connect four controllers. Here comes the problem: how can I get input data of four controllers?
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I want to just simply get controller input from the user in my VR game, and i also want to use the SteamVR interaction system so that I can have easy UI stuff be implemented. However, I cannot get input from the controller off of the Hand script. All that I did was drag in the "Player" prefab, and then write a script to go on the Hand object to get input from the triggers.
This gives me a null ref exception to the "controller" object.
Subscribe to RSS
I have also tried getting the controller component in OnEnable and Awake and that didn't work either. Even in Update. So for some reason the Hand class of SteamVR does not hold a reference to the controller. Am I doing something wrong?
How To Use SteamVR (2.0) Input In Unity
Am I missing some sort of index specification when i get the controller? I would really suggest you to add Valve's free HTC. UnityPlugin on top of SteamVR integration, thus you can quickly access the controllers input with. Without installing any additional dependencies other than SteamVR, attach the script to one of the Hand components.
It's a child of the Player prefab in the SteamVR asset folder. Learn more. Asked 2 years, 11 months ago. Active 2 years, 4 months ago.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. Learn more. Ask Question. Asked 1 year, 6 months ago. Active 1 year, 6 months ago. Viewed 9k times. Are you missing an assembly reference? Led Machine Led Machine 4, 1 1 gold badge 29 29 silver badges 36 36 bronze badges. Active Oldest Votes.
SteamVR Unity Plugin
To move to SteamVR 2. Asociate the "Touch" with the "touchPad" action. Asociate the "Position" with the "touchPos" action. VR; using Valve. GetAxis hand. GetState hand. GetStateDown hand. GetStateUp hand. GetLocalPosition hand. GetLocalRotation hand. Hey there! I just wanted to say that your guide is the best I've found as of yet. Thanks for taking the time to write all of this, it'll be a tremendous help.Articles Showcases Games.
Post Project. SteamVR 2. Learn the new workflow, save time, and support more devices. With the new release of the SteamVR 2.[Unity] SteamVR Canvas Pointer
However, if your are a developer like me moving from 1. Input Debugger. Getting started. If you've successfully installed SteamVR beta, it should look something like this:. After importing it in your project, you may see this pop up:. Navigating the UI. Upon completion you will notice a few things that have been added into your Project window. Notice that by default, three action sets will have been generated for you:. By default, the default action set will be selected.
You have the option of building custom actions on top of this default action set, or creating and publishing a completely new action set. Before we get started, we will take a look at how these are all linked up in the new button mapping interface.
Try using Chrome as it has been reported to not work as expected in other browsers. You should start in a screen that looks like this:. After powering up, select your desired controller and click the Edit button and you can see here the relative actions in the action set and their corresponding default bindings.
Drop an instance of the [CamraRig] prefab in your scene and you can see how button presses are firing off different actions in the default action set.
Remember you need to be in Play Mode to see these action changes. Likewise, you can also activate this inside the UI Binding interface in Chrome by clicking the Input Debugger button to see the actions being fired.
Name your new action set and create some actions. Note that depending on what your action is you will need to define its type. Also important, be sure to add a Pose action or else the plugin may not work with the newly created action set.
If you go back to the bindings UI interface, our new action set should show up on the right. You also do this step inside VR if you're feelin' fancy. Link up all the actions to their desired buttons. Note that if you mouse over the tab, any unbound actions will be shown in the tooltip as being listed in the number beside the tab. Any action sets with non fully mapped actions will show up as red.
Because each button can be treated as different states for input entry, you will be prompted with this popup when you try to add an action to any button. Select the one that corresponds to your usage. In our example will be binding ShootProjectile to the trigger as a Button action. Note that our previously created actions have all be turned into lowercase slugs. This is normal, so just select the action that corresponds to your button.
When complete it should look something like this. Lastly, we will bind the pose. Click the Add Action Pose button. Under Left Hand Raw we will attach the pose action to it.