This guide reviews OVRInput Haptics and OVRHaptics, two options to add controller haptics to you app or experience
Haptics are only supported in Oculus Touch controllers.
Consider using the OVRInput Haptics
SetControllerVibration() api detailed in the OVRInput Haptics section as as the simplest way to implement haptics in your project. If you want complete control for a custom haptics implementation, or to play and AudioClip, use the feature detailed in the OVRHaptics section.
SetControllerVibration() provided in OVRInput to start and stop haptics for a controller.
To start, update, or end vibration call
SetControllerVibration() in the frame you want to make the change -
static void OVRInput.SetControllerVibration ( float frequency, float amplitude, Controller controllerMask )
Expected values for amplitude and frequency are any value between 0-1, inclusive. The greater the value, the stronger or more frequent the vibration in the controller. To end the vibration, set both amplitude and frequency to 0. Controller vibration automatically end 2 seconds after the last input.
Supported values for
Controller is defined in the Developer Reference.
So for example,
// starts vibration on the right Touch controller OVRInput.SetControllerVibration (1, 1, OVRInput.Controller.RTouch)
Haptics clips specify the data used to control haptic vibrations in Touch controllers.
Vibrations are specified by an array of bytes or “samples,” which specify vibration strength from 0-255. This data can be sent to the left and right touch controllers independently, which process the amplitudes at a sample rate of 320 Hz. The duration of vibration is determined by the number of bytes sent to the devices.
Haptics clips may be created in different ways, depending on your needs. For example, you may manually create a clip with a pre-allocated fixed size buffer, and then write in bytes procedurally. This allows you to generate vibrations on a frame-by-frame basis.
The OVRHaptics class is used to produce the actual vibrations. It defines a LeftChannel and a RightChannel. You can also access these channels through the aliased Channels property, where Channels maps to LeftChannel, and Channels maps to RightChannel. This alias is useful when using a variable for the channel index in a script that can be associated with either hand..
Once you have selected a haptics channel, you may perform four operations with the following OVRHapticsChannel member functions:
See our Developer Reference for API documentation and details on the relevant classes and members.
The OVRHapticsClip(AudioClip audioClip, int channel = 0) constructor allows applications to read in a audio clip and generate haptics clips that correspond in strength to the audio clip’s amplitude (i.e., volume). You may use monophonic audio clips, or access the left or right channel of a stereo audio clip with the optional channel parameter (default 0 = left stereo/mono, 1 = right stereo). See the Unity Scripting Reference for more information.
OVRHapticsClip reads in an audio clip, downsamples the audio data to a sequence of bytes with the expected sample rate and amplitude range, and feeds that data into the clip’s internal amplitude buffer.
We generally recommend AudioClip-generated haptics clips for static sound effects such as gunshots or music that do not vary at runtime. However, you may wish to write your own code to pipe the audio output of an audio source in realtime to a OVRHapticsClip, allowing you near-realtime conversion of audio into corresponding haptics data.
The Rift must be worn in order for haptics to work, as the Oculus runtime only allows the currently-focused VR app to receive Touch haptics.
It is important to keep your sample pipeline at around the right size. Assuming a haptic frequency of 320 Hz and an application frame rate of 90 Hz, we recommend targeting a buffer size of around 10 clips per frame. This allows you to play 3-4 haptics clips per frame, while preserving a buffer zone to account for any asynchronous interruptions. The more bytes you queue, the safer you are from interruptions, but you add additional latency before newly queued vibrations will be played.