// ENABLE_VR is not defined on Game Core but the assembly is available with limited features when the XR module is enabled. #if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE) && !UNITY_FORCE_INPUTSYSTEM_XR_OFF || PACKAGE_DOCS_GENERATION using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.XR.Haptics; using UnityEngine.InputSystem.Layouts; using UnityEngine.XR; namespace UnityEngine.InputSystem.XR { [InputControlLayout(isGenericTypeOfDevice = true, displayName = "XR HMD", canRunInBackground = true)] public class XRHMD : TrackedDevice { /// <summary> /// The base type of all XR head mounted displays. This can help organize shared behaviour across all HMDs. /// </summary> /// /// <remarks> /// /// To give your head tracking an extra update before rendering: /// First, enable before render updates on your Device. /// /// <sample> /// <code> /// // JSON /// { /// "name" : "MyHMD", /// "extend" : "HMD", /// "beforeRender" : "Update" /// } /// </code> /// </sample> /// /// Then, make sure you put extra `StateEvents` for your HMD on the queue right in time before rendering. Also, if your HMD is a combination of non-tracking and tracking controls, you can update just the tracking by sending a delta event instead of a full state event. /// /// </remarks> [InputControl(noisy = true)] public Vector3Control leftEyePosition { get; private set; } [InputControl(noisy = true)] public QuaternionControl leftEyeRotation { get; private set; } [InputControl(noisy = true)] public Vector3Control rightEyePosition { get; private set; } [InputControl(noisy = true)] public QuaternionControl rightEyeRotation { get; private set; } [InputControl(noisy = true)] public Vector3Control centerEyePosition { get; private set; } [InputControl(noisy = true)] public QuaternionControl centerEyeRotation { get; private set; } protected override void FinishSetup() { base.FinishSetup(); centerEyePosition = GetChildControl<Vector3Control>("centerEyePosition"); centerEyeRotation = GetChildControl<QuaternionControl>("centerEyeRotation"); leftEyePosition = GetChildControl<Vector3Control>("leftEyePosition"); leftEyeRotation = GetChildControl<QuaternionControl>("leftEyeRotation"); rightEyePosition = GetChildControl<Vector3Control>("rightEyePosition"); rightEyeRotation = GetChildControl<QuaternionControl>("rightEyeRotation"); } } /// <summary> /// The base type for all XR handed controllers. /// </summary> [InputControlLayout(commonUsages = new[] { "LeftHand", "RightHand" }, isGenericTypeOfDevice = true, displayName = "XR Controller")] public class XRController : TrackedDevice { /// <summary> /// A quick accessor for the currently active left handed device. /// </summary> /// <remarks> /// If there is no left hand connected, this will be null. /// This also matches any currently tracked device that contains the 'LeftHand' device usage. /// <example> /// <code> /// // To set up an Action to specifically target /// // the left-hand XR controller: /// /// var action = new InputAction(binding: "/<XRController>{leftHand}/position"); /// </code> /// </example> /// /// <example> /// <code> /// // To make the left-hand XR controller behave like the right-hand one /// var controller = XRController.leftHand; /// InputSystem.SetUsage(controller, CommonUsages.RightHand); /// </code> /// </example> /// </remarks> public static XRController leftHand => InputSystem.GetDevice<XRController>(CommonUsages.LeftHand); /// <summary> /// A quick accessor for the currently active right handed device. This is also tracked via usages on the device. /// </summary> /// <remarks>If there is no left hand connected, this will be null. This also matches any currently tracked device that contains the 'RightHand' device usage.</remarks> public static XRController rightHand => InputSystem.GetDevice<XRController>(CommonUsages.RightHand); protected override void FinishSetup() { base.FinishSetup(); var capabilities = description.capabilities; var deviceDescriptor = XRDeviceDescriptor.FromJson(capabilities); if (deviceDescriptor != null) { if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Left) != 0) InputSystem.SetDeviceUsage(this, CommonUsages.LeftHand); else if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Right) != 0) InputSystem.SetDeviceUsage(this, CommonUsages.RightHand); } } } /// <summary> /// Identifies a controller that is capable of rumble or haptics. /// </summary> public class XRControllerWithRumble : XRController { public void SendImpulse(float amplitude, float duration) { var command = SendHapticImpulseCommand.Create(0, amplitude, duration); ExecuteCommand(ref command); } } } #endif