Unity xr sdk10/30/2023 ![]() Consider these identifiers to be unique IDs that both Unity and a provider share to reference a specific device. UnityXRInternalInputDeviceIdĪ UnityXRInternalInputDeviceId identifies all devices. For a list of common usages available to all, see the Feature usages section below. You can create your own usages, but you need to use as many Unity-developed usages as possible, because they enable cross-platform utility for developers. Usage can also inform the developer that a one-dimensional axis feature is reporting battery life. For example, the feature can be a 2D axis, but the usage tells the developer it’s a touchpad. It identifies how the developer should use the feature. These are the currently supported data types that can be on an input device: UnityXRInputFeatureTypeĪ usage provides context to a feature. They are grouped into various types of data, identified by UnityXRInputFeatureType. That can be a button, or a positional tracking element, or battery life. Input Features are anything you can get sensor or user modified data from. A device has a fixed number of features that you cannot change while the device is connected. This can be something concrete, like a gamepad or headset, or it can represent abstract objects such as a detected hand skeleton. A device is a container of input features referenced by a unique ID that you choose. ![]() Most Input Subsystem APIs rely on devices. This guide uses the following terms: Devices
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