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Using controllers with Unity
Hi there,
I don't have controllers (yet?) but I want to integrate them into my games. I took a look at the Hololens Toolkit for Unity but it looks big to only get required informations (position, rotation, button states).
Do you know if the current beta of Unity (2017.2b5) have controllers support?
By example, the Oculus Touch and Vive Wands can be used from Unity without any SDK , the mapping made by Unity is good so you can use those controllers very easily. I made a script for that. If Unity has the same thing for Windows MR, my script will work and all my games are already compatibles with Windows MR controllers.
French XR/MR developer / Indie Game Developer
Best Answers
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Ritchie ✭
The motion controllers are accessible using Unity 2017.2+ in the WSA Input namespace. HoloToolkit is a great add-on but you can implement the bulk of the functionality directly with Unity 2017.2 InteractionManager. The Mixed Reality Portal Simulator also support the controller events to facilitate dev/test.
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Ritchie ✭
Here's a blog post with controller input sample code and some notes on the Mixed Reality Portal Simulator handling-controller-input-for-immersive-mixed-reality-headsets.
1
Answers
The motion controllers are accessible using Unity 2017.2+ in the WSA Input namespace. HoloToolkit is a great add-on but you can implement the bulk of the functionality directly with Unity 2017.2 InteractionManager. The Mixed Reality Portal Simulator also support the controller events to facilitate dev/test.
Here's a blog post with controller input sample code and some notes on the Mixed Reality Portal Simulator handling-controller-input-for-immersive-mixed-reality-headsets.
Oh thank you That's what I need!
French XR/MR developer / Indie Game Developer
Also the documentation indicates that we can use the Unity's Input system to get controllers rotation/position and button states!
To reply to my answer, yes it must work
French XR/MR developer / Indie Game Developer