Unity XR Toolkit: Configuring Action-Based Input Effectively

Added:

XR Input Shift
Action Benefits
Import Defaults
Setup Presets
Final Setup

XR Input Shift

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Playing Section
  • 1

    Explains shift from device-based to action-based VR input in Unity.

  • 2

    Highlights new input system as recommended for future projects.

Basic familiarity with the Unity Editor interface, including GameObject hierarchies and the Component system.
Fundamental concepts of Virtual Reality (VR), such as 6 DoF tracking, controller inputs, and the role of Head-Mounted Displays (HMDs).
An understanding of Unity's 'New' Input System, specifically the concepts of Input Actions, Action Maps, and Bindings.
Basic C# scripting knowledge in Unity, particularly event-driven programming and accessing components via code.
Implementing VR locomotion mechanics such as teleportation, snap turning, and continuous movement using Action-Based Input Providers.
Designing advanced object interactions, including direct grab, ray selection, and configuring socket interactors in XR Interaction Toolkit.
Customizing input configurations for multi-platform XR development (e.g., OpenXR controller profiles for Meta Quest, Valve Index, and HTC Vive).
Integrating haptic feedback (controller vibration) and hand-tracking gestures into XR input configurations.
Building a unified custom input manager to handle complex in-game menus and UI interactions specifically designed for spatial computing.
56.9K views806likes8:08@VRwithAndrewOriginal Release: 2020-11-18

Unity's new action-based input system for VR replaces the outdated device-based input by utilizing the Input System package, providing more predictable input across different controllers; to set it up, import the default input actions from the XR Interaction Toolkit package (version 0.10+), assign them as default sets to your left and right controllers in the Preset Manager with appropriate side identifiers, and add an Input Action Manager component to enable all actions within the action set.