9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
90 lines
4.1 KiB
C#
90 lines
4.1 KiB
C#
// ENABLE_VR is not defined on Game Core but the assembly is available with limited features when the XR module is enabled.
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#if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE) && !UNITY_FORCE_INPUTSYSTEM_XR_OFF || PACKAGE_DOCS_GENERATION
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.XR.Haptics;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.XR;
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namespace UnityEngine.InputSystem.XR
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{
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/// <summary>
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/// The base type of all XR head mounted displays. This can help organize shared behaviour across all HMDs.
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/// </summary>
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[InputControlLayout(isGenericTypeOfDevice = true, displayName = "XR HMD", canRunInBackground = true)]
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public class XRHMD : TrackedDevice
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{
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[InputControl(noisy = true)]
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public Vector3Control leftEyePosition { get; private set; }
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[InputControl(noisy = true)]
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public QuaternionControl leftEyeRotation { get; private set; }
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[InputControl(noisy = true)]
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public Vector3Control rightEyePosition { get; private set; }
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[InputControl(noisy = true)]
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public QuaternionControl rightEyeRotation { get; private set; }
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[InputControl(noisy = true)]
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public Vector3Control centerEyePosition { get; private set; }
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[InputControl(noisy = true)]
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public QuaternionControl centerEyeRotation { get; private set; }
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protected override void FinishSetup()
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{
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base.FinishSetup();
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centerEyePosition = GetChildControl<Vector3Control>("centerEyePosition");
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centerEyeRotation = GetChildControl<QuaternionControl>("centerEyeRotation");
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leftEyePosition = GetChildControl<Vector3Control>("leftEyePosition");
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leftEyeRotation = GetChildControl<QuaternionControl>("leftEyeRotation");
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rightEyePosition = GetChildControl<Vector3Control>("rightEyePosition");
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rightEyeRotation = GetChildControl<QuaternionControl>("rightEyeRotation");
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}
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}
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/// <summary>
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/// The base type for all XR handed controllers.
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/// </summary>
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[InputControlLayout(commonUsages = new[] { "LeftHand", "RightHand" }, isGenericTypeOfDevice = true, displayName = "XR Controller")]
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public class XRController : TrackedDevice
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{
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/// <summary>
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/// A quick accessor for the currently active left handed device.
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/// </summary>
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/// <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.</remarks>
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public static XRController leftHand => InputSystem.GetDevice<XRController>(CommonUsages.LeftHand);
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/// <summary>
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/// A quick accessor for the currently active right handed device. This is also tracked via usages on the device.
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/// </summary>
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/// <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>
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public static XRController rightHand => InputSystem.GetDevice<XRController>(CommonUsages.RightHand);
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protected override void FinishSetup()
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{
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base.FinishSetup();
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var capabilities = description.capabilities;
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var deviceDescriptor = XRDeviceDescriptor.FromJson(capabilities);
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if (deviceDescriptor != null)
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{
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if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Left) != 0)
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InputSystem.SetDeviceUsage(this, CommonUsages.LeftHand);
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else if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Right) != 0)
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InputSystem.SetDeviceUsage(this, CommonUsages.RightHand);
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}
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}
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}
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/// <summary>
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/// Identifies a controller that is capable of rumble or haptics.
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/// </summary>
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public class XRControllerWithRumble : XRController
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{
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public void SendImpulse(float amplitude, float duration)
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{
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var command = SendHapticImpulseCommand.Create(0, amplitude, duration);
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ExecuteCommand(ref command);
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}
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}
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}
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#endif
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