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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

VR Input System

The VR input system allows managing user input from VR controllers, head-mounted displays (HMDs), base stations, and trackers. It supports a wide range of VR devices, enabling you to utilize several devices from various vendors and process input from them.

The InputVRDevice class provides access to properties and settings common for all VR devices (for example, a device name).

VR Controllers#

Controllers serve as a primary interface for VR input. There are three types of VR controllers: left-hand, right-hand controllers, and a treadmill. You can get the controller's type and check whether it is a hand controller by using the corresponding methods of the InputVRController class.

The VR input system supports a range of controller models compatible with OpenVR, Varjo, and OpenXR devices. In this article, we will consider the following:

  • General approach to processing inputs on VR controllers.
  • Examples of inputs on some models of OpenVR-compatible devices (HTC Vive, Oculus Touch, and Valve Knuckles).

UNIGINE API provides access to the VR controller inputs — axes and buttons.

  • Buttons are mapped to the controller's buttons that can be pressed, touched, or released.
  • Axes detect 1-dimensional movement of the control and have more complex behavior.

    Depending on the type of the VR controller, the number of axes differs. UNIGINE supports several axes. But usually, a controller has 3 or 4.

    In UNIGINE, an axis can be mapped to a control of one of the supported types, also referred to as an axis type.

    Notice
    You cannot know in advance which type of controller is connected, so UNIGINE API allows you to identify the number of supported axes, check their types, find the axis index by its type via findAxisByType(), or get a state value for the axis via getAxisByType().

General Approach to VR Controller Inputs#

Some VR controllers have unique button layouts. For example, Vive Wand has only one button, typically used as the Menu button. Others may have more buttons and may even include a trackpad in addition to a thumbstick.

To account for such differences, you can use InputVRController::getSupportedButtonMask() and InputVRController::findAxisByType() methods to determine which button to use for specific actions.

Notice
It is the recommended approach to processing controller inputs. For OpenVR controllers, you can also refer to the tables below for details on button mapping.

For example, you can decide which button to use as the teleport button as follows:

Notice
This example can be extended to other actions as well.
Source code (C++)
bool isTeleportButtonPressed(InputVRControllerPtr device)
{
	if (!device || device->isAvailable() == false || device->isTransformValid() == false)
		return false;

	// check if there is the X button on the controller
	if (device->getSupportedButtonsMask() & (1ull << uint64_t(Input::VR_BUTTON_X)))
		// consider the X button as the teleport button and check if it is pressed
		return device->isButtonPressed(Input::VR_BUTTON_X);

	// if there is no X button on the controller, try to use the Trackpad, Trigger, or Grip button as the teleport button 
	VectorStack<InputVRController::AXIS_TYPE> axis_types = { InputVRController::AXIS_TYPE_TRACKPAD_X, InputVRController::AXIS_TYPE_TRIGGER_VALUE, InputVRController::AXIS_TYPE_GRIP_VALUE };
	for (int i = 0; i < axis_types.size(); i++)
	{
		// find the axis index by the axis type
		int axis_index = device->findAxisByType(axis_types[i]);
		if (axis_index == -1)
			continue;

		Input::VR_BUTTON button = Input::VR_BUTTON(Input::VR_BUTTON_AXIS_0 + axis_index);
		if (device->getSupportedButtonsMask() & (1ull << uint64_t(button)))
			return device->isButtonPressed(button);
	}

	return false;
}

Inputs for OpenVR Controllers#

This chapter showcases examples of inputs on different types of OpenVR-supported controllersHTC Vive, Oculus Touch, and Valve Knuckles controllers — and provides information on how these inputs are mapped to the buttons and axes within the UNIGINE input system.

Notice
You can find the list of common OpenVR controller types here.

HTC Vive Controller Inputs#

Notice
This type of controller is supported by Varjo devices as well.

HTC Vive Controller Axes and Buttons (image sourced from vive.com, courtesy of vive.com)
Button/
Axis
Description Interaction Type UNIGINE Button/
Axis
UNIGINE Axis Number Axis Range
1 Menu Button Press
  • VR_BUTTON
2 Trackpad Press / Touch
  • VR_BUTTON_AXIS_0
2 Trackpad Horizontal / Vertical Movement
  • 0 for the X axis
  • 1 for the Y axis
[-1;1]
  • When moving along the X axis: -1 for right-to-left movement, 1 for left-to-right movement
  • When moving along the Y axis: -1 for forward movement, 1 for backward movement
3 System button Press
  • VR_BUTTON_SYSTEM
7 Trigger Press / Touch
  • VR_BUTTON_AXIS_1
7 Trigger Squeeze 2 for the Trigger axis [0;1]
8 Grip button Press
  • VR_BUTTON_GRIP

Oculus Touch Controller Inputs#

Notice
This type of controller works via OpenVR and is compatible with Oculus HMDs only.

Oculus Touch Controller Axes and Buttons (image courtesy of developer.oculus.com)
Button/
Axis
Interaction Type UNIGINE Button/
Axis
UNIGINE Axis Number Axis Range
  • Button.One
  • Button.Three
Press
  • VR_BUTTON_X
  • Button.Two
  • Button.Four
Press
  • VR_BUTTON_Y
  • Button.PrimaryThumbstick
  • Button.SecondaryThumbstick
Press / Touch
  • VR_BUTTON_AXIS_0
  • Axis2D.PrimaryThumbstick
  • Axis2D.SecondaryThumbstick
Horizontal / Vertical
Movement
  • 0 for the X axis
  • 1 for the Y axis
[-1;1]
  • When moving along the X axis: -1 for right-to-left movement, 1 for left-to-right movement
  • When moving along the Y axis: -1 for forward movement, 1 for backward movement
  • Axis1D.PrimaryIndexTrigger
  • Axis1D.SecondaryIndexTrigger
Press / Touch
  • VR_BUTTON_AXIS_1
  • Axis1D.PrimaryIndexTrigger
  • Axis1D.SecondaryIndexTrigger
Squeeze 2 for the Trigger axis [0;1]
  • Axis1D.PrimaryHandTrigger
  • Axis1D.SecondaryHandTrigger
Squeeze
  • VR_BUTTON_GRIP

Valve Knuckles Controller Inputs#

Notice
This type of controller is supported by Varjo devices as well.

Valve Knuckles controller axes and buttons (Image sourced from steamcommunity.com, courtesy of steamcommunity.com)
Notice
Currently, UNIGINE doesn't offer support for the Force Sensor and Finger Tracking inputs.
Button/
Axis
Interaction Type UNIGINE Button/
Axis
UNIGINE Axis Number Axis Range
A Button Press
  • VR_BUTTON_GRIP
B Button Press
  • VR_BUTTON_X
System Button Press
  • VR_BUTTON_SYSTEM
Trigger Press / Touch
  • VR_BUTTON_AXIS_1
Trigger Squeeze 2 for the Trigger axis [0;1]
Track Button (Trackpad) Press / Touch
  • VR_BUTTON_AXIS_0
Track Button (Trackpad) Horizontal / Vertical Movement
  • 0 for the X axis
  • 1 for the Y axis
[-1;1]
  • When moving along the X axis: -1 for right-to-left movement, 1 for left-to-right movement
  • When moving along the Y axis: -1 for forward movement, 1 for backward movement
Thumbstick Press / Touch
  • VR_BUTTON_AXIS_0
Thumbstick Horizontal / Vertical Movement
  • 0 for the X axis
  • 1 for the Y axis
[-1;1]
  • When moving along the X axis: -1 for right-to-left movement, 1 for left-to-right movement
  • When moving along the Y axis: -1 for forward movement, 1 for backward movement
Grip Press / Touch
  • VR_BUTTON_GRIP

Head-Mounted Displays#

The VR system allows you to process input from head-mounted displays (HMDs) via the InputVRHead class.

Notice
The InputVRDevice class is also used for managing HMD input.

Base Stations#

A VR base station helps the HMD and controllers to track their exact positions, enhancing the immersion of room-scale virtual reality experience.

The InputVRDevice and InputVRBaseStation classes is used to handle base station input.

Notice
UNIGINE supports base stations that are compatible with OpenVR and Varjo devices only.

VR Trackers#

A VR tracker allows embedding real-world objects into the VR environment. You can attach it to a real thing that needs to be tracked. In Mixed Reality, you can install the VR tracker on a camera or player to track its position in the virtual world.

The InputVRDevice and InputVRTracker classes is used to manage tracker input.

Notice
UNIGINE supports VR trackers that are compatible with OpenVR and Varjo devices only.
Last update: 2024-08-16
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