Unity XR Interaction Toolkit 3.0: Controller Tracking Tutorial

Added:

Controller Tracking Basics
Tracked Pose Driver Setup
Creating Hand Objects
Attaching Controller Models
Custom Model Replacement
Input Configuration Shift
Module Benefits and Next Steps

Controller Tracking Basics

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Playing Section
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    Old XRI used XR Controller script for tracking and input.

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    New XRI splits tracking and input into separate modules.

Basic proficiency with the Unity Editor, including GameObjects, components, and the Transform hierarchy.
Fundamental concepts of XR (Extended Reality), specifically 6DOF (Six Degrees of Freedom) spatial tracking for HMDs and controllers.
Familiarity with Unity's Input System package, including Input Actions, Action Maps, and bindings.
Understanding the basic structure of an XR scene in Unity, specifically the architecture of the XR Origin (XR Rig).
Implementing XR Interactors (such as Ray, Direct, and Teleport Interactors) to utilize the tracked controller poses.
Setting up and animating custom visual representations (like controller models or virtual hands) that map to the tracked pose data.
Transitioning from physical controller tracking to skeletal hand tracking using the Unity XR Hands package.
Configuring advanced input-driven interactions, such as physics-based grabbing, joint constraints, and haptic feedback.
1.6K views20likes25:22@SpatialXROriginal Release: 2024-12-27

In Unity XR Interaction Toolkit 3.0, controller tracking is implemented using the Tracked Pose Driver script, which retrieves tracking data from hardware devices through configured actions (position, rotation, and tracking state inputs) and applies it to virtual controller objects, enabling synchronization between real-world controllers and their virtual representations; this represents a significant architectural change from pre-3.0 versions where the XR Controller Script handled both tracking and input processing in a unified manner.