![]() The renderable model provided by Windows for a motion controller uses the grip pose as its origin and center of rotation. The grip pose is also used when visualizing a motion controller. On immersive headsets, the grip pose is best used to render the user's hand or an object held in the user's hand. The grip pose represents the location of the users palm, either detected by a HoloLens or holding a motion controller. Both the grip pose and pointer pose coordinates are expressed by all Unity APIs in global Unity world coordinates. To better represent these controllers, there are two kinds of poses you can investigate for each interaction source, the grip pose and the pointer pose. Each controller's design differs in its relationship between the user's hand position and the natural "forward" direction that apps should use for pointing when rendering the controller. Windows Mixed Reality supports motion controllers in a variety of form factors. The Mixed Reality OpenXR Plugin provides additional input interaction profiles, mapped to standard InputFeatureUsages as detailed below: InputFeatureUsage This Unity documentation covers the mappings from controller-specific inputs to more generalizable InputFeatureUsages, how available XR inputs can be identified and categorized, how to read data from these inputs, and more. To learn the basics about mixed reality interactions in Unity, visit the Unity Manual for Unity XR Input. These button/axis IDs differ from the IDs that Unity uses for OpenVR due to collisions in the mappings used by gamepads, Oculus Touch and OpenVR. Position accuracy and source loss risk only available through MR-specific API ![]() Grip pose only: XR.InputTracking.GetLocalPosition XR.InputTracking.GetLocalRotation Windows MR-specific Input API (XR.WSA.Input)Īxis 11 = 1.0 (no analog values) Button 4 (gamepad compat)Īxis 12 = 1.0 (no analog values) Button 5 (gamepad compat) The mapping avoids overloading the A and X button IDs for the Menu buttons to leave them available for the physical ABXY buttons.Ĭommon Unity APIs (Input.GetButton/GetAxis).The mapping uses touchpad IDs that are distinct from thumbstick, to support controllers with both thumbsticks and touchpads.The button/axis ID mappings for Windows Mixed Reality differ from OpenVR's mappings in two ways: The button/axis ID mappings for Windows Mixed Reality generally match the Oculus button/axis IDs. Each of these APIs is described in detail in the sections below. The "Windows MR-specific" column refers to properties available off of the InteractionSourceState type. Unity's Input Manager for Windows Mixed Reality motion controllers supports the button and axis IDs listed below through the Input.GetButton/GetAxis APIs. You can find more information about the XR APIs here. Unity XR input APIsįor new projects, we recommend using the new XR input APIs from the beginning. The common Input.GetButton/Input.GetAxis APIs work across multiple Unity XR SDKs, while the InteractionManager/GestureRecognizer API specific to Windows Mixed Reality exposes the full set of spatial input data. Unity provides two primary ways to access spatial input data for Windows Mixed Reality. You access the data for both sources of spatial input through the same APIs in Unity. If your PC is lacking the appropriate ports to connect WMR, you can always go the way of adapters and dongles to get everything hooked up.There are two key ways to take action on your gaze in Unity, hand gestures and motion controllers in HoloLens and Immersive HMD. Display port: HDMI 2.0 or DisplayPort 1.2.CPU: Intel Core i5-4590 or AMD Ryzen 5 1400.Here are the PC specs required to run an Ultra WMR experience: Bluetooth: Bluetooth 4.0 for accessories.Display port: HDMI 1.4 or DisplayPort 1.2.GPU: Integrated Intel® HD Graphics 620 (GT2) equivalent or NVIDIA MX150/965M.Here are the PC specs required to run a standard WMR experience: Ultra WMR will have discrete graphics and will be expected to run at 90 FPS. Standard WMR mostly encompasses PCs with integrated graphics and will be expected to run at 60 frames-per-second (FPS). ![]() To make things a bit more confusing, there are two classes of WMR: Standard and Ultra. Always check before purchasing software to ensure your money isn't wasted! While having this hardware in your PC will get the WMR portal off the ground, specific games might require different specs to run properly. Thermaltake Core P5 (Image credit: Rich Edmonds / Windows Central)īefore purchasing a WMR headset, it's a good idea to check the minimum PC requirements.
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