OVRInput exposes a unified input API for multiple controller types.
It may be used to query virtual or raw controller state, such as buttons, thumbsticks, triggers, and capacitive touch data. It currently supports the Oculus Touch and Microsoft Xbox controllers on desktop platforms. Gamepads compatible with Samsung Gear VR, such as the Samsung EI-GP20 and Moga Pro, must be Android compatible and support Bluetooth 3.0. For more details on supported mobile gamepad features, see System and Hardware Requirements in our Mobile SDK documentation.
When used with tracked controllers such as Oculus Touch, OVRInput also provides position and orientation data through GetLocalControllerPosition() and GetLocalControllerRotation(), which return a Vector3 and Quaternion, respectively.
Controller poses are returned by the constellation tracking system and are predicted simultaneously with the headset. These poses are reported in the same coordinate frame as the headset, relative to the initial center eye pose, and may be used for rendering hands or objects in the 3D world. They are also reset by OVRManager.display.RecenterPose(), similar to the head and eye poses.
OVRInput provides control of haptic vibration feedback on compatible controllers. For example, SetControllerVibration() sets vibration frequency and amplitude.
For keyboard and mouse control, we recommend using the UnityEngine.Input scripting API (see Unity’s Input scripting reference for more information).
Mobile input bindings are now automatically added to InputManager.asset if they do not already exist.
For more information, see OVRInput in the Unity Developer Reference. For more information on Unity’s input system and Input Manager, documented here: http://docs.unity3d.com/Manual/Input.html and http://docs.unity3d.com/ScriptReference/Input.html.
See OVRTouchpad.cs in Assets/OVR/Moonlight/Scripts for our interface class to the touchpad. The Gear VR HMD touchpad is not currently exposed by OVRInput.
The primary usage of OVRInput is to access controller input state through Get(), GetDown(), and GetUp().
There are multiple variations of Get() that provide access to different sets of controls. These sets of controls are exposed through enumerations defined by OVRInput as follows:
Traditional buttons found on gamepads and the Oculus Touch controllers.
Capacitive-sensitive control surfaces found on the Oculus Touch controllers.
Proximity-sensitive control surfaces found on the Oculus Touch controllers.
One-dimensional controls such as triggers that report a floating point state.
Two-dimensional controls such as thumbsticks that report a Vector2 state.
A secondary set of enumerations mirror the first, defined as follows:
The first set of enumerations provides a virtualized input mapping that is intended to assist developers with creating control schemes that work across different types of controllers. The second set of enumerations provides raw unmodified access to the underlying state of the controllers. We recommend using the first set of enumerations, since the virtual mapping provides useful functionality, as demonstrated below.
// returns true if the primary button (typically “A”) is currently pressed. OVRInput.Get(OVRInput.Button.One); // returns true if the primary button (typically “A”) was pressed this frame. OVRInput.GetDown(OVRInput.Button.One); // returns true if the “X” button was released this frame. OVRInput.GetUp(OVRInput.RawButton.X); // returns a Vector2 of the primary (typically the Left) thumbstick’s current state. // (X/Y range of -1.0f to 1.0f) OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick); // returns true if the primary thumbstick is currently pressed (clicked as a button) OVRInput.Get(OVRInput.Button.PrimaryThumbstick); // returns true if the primary thumbstick has been moved upwards more than halfway. // (Up/Down/Left/Right - Interpret the thumbstick as a D-pad). OVRInput.Get(OVRInput.Button.PrimaryThumbstickUp); // returns a float of the secondary (typically the Right) index finger trigger’s current state. // (range of 0.0f to 1.0f) OVRInput.Get(OVRInput.Axis1D.SecondaryIndexTrigger); // returns a float of the left index finger trigger’s current state. // (range of 0.0f to 1.0f) OVRInput.Get(OVRInput.RawAxis1D.LIndexTrigger); // returns true if the left index finger trigger has been pressed more than halfway. // (Interpret the trigger as a button). OVRInput.Get(OVRInput.RawButton.LIndexTrigger); // returns true if the secondary gamepad button, typically “B”, is currently touched by the user. OVRInput.Get(OVRInput.Touch.Two);
In addition to specifying a control, Get() also takes an optional controller parameter. The list of supported controllers is defined by the OVRInput.Controller enumeration (for details, refer to OVRInput in the Unity Developer Reference.
Specifying a controller can be used if a particular control scheme is intended only for a certain controller type. If no controller parameter is provided to Get(), the default is to use the Active controller, which corresponds to the controller that most recently reported user input. For example, a user may use a pair of Oculus Touch controllers, set them down, and pick up an Xbox controller, in which case the Active controller will switch to the Xbox controller once the user provides input with it. The current Active controller can be queried with OVRInput.GetActiveController() and a bitmask of all the connected Controllers can be queried with OVRInput.GetConnectedControllers().
// returns true if the Xbox controller’s D-pad is pressed up. OVRInput.Get(OVRInput.Button.DpadUp, OVRInput.Controller.Gamepad); // returns a float of the Hand Trigger’s current state on the Left Oculus Touch controller. OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger, OVRInput.Controller.Touch); // returns a float of the Hand Trigger’s current state on the Right Oculus Touch controller. OVRInput.Get(OVRInput.Axis1D.SecondaryHandTrigger, OVRInput.Controller.Touch);
Note that the Oculus Touch controllers may be specified either as the combined pair (with OVRInput.Controller.Touch), or individually (with OVRInput.Controller.LTouch and RTouch). This is significant because specifying LTouch or RTouch uses a different set of virtual input mappings that allow more convenient development of hand-agnostic input code. See the virtual mapping diagrams in Touch Input Mapping for an illustration.
// returns a float of the Hand Trigger’s current state on the Left Oculus Touch controller. OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger, OVRInput.Controller.LTouch); // returns a float of the Hand Trigger’s current state on the Right Oculus Touch controller. OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger, OVRInput.Controller.RTouch);
This can be taken a step further to allow the same code to be used for either hand by specifying the controller in a variable that is set externally, such as on a public variable in the Unity Editor.
// public variable that can be set to LTouch or RTouch in the Unity Inspector public Controller controller; … // returns a float of the Hand Trigger’s current state on the Oculus Touch controller // specified by the controller variable. OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger, controller); // returns true if the primary button (“A” or “X”) is pressed on the Oculus Touch controller // specified by the controller variable. OVRInput.Get(OVRInput.Button.One, controller);
This is convenient since it avoids the common pattern of if/else checks for Left/Right hand input mappings.
The following diagrams illustrate common input mappings for Oculus Touch controllers. For more information on additional mappings that are available, refer to OVRInput in the Unity Developer Reference.
When accessing the Touch controllers as a combined pair with OVRInput.Controller.Touch, the virtual mapping closely matches the layout of a typical gamepad split across the Left and Right hands.
When accessing the Left or Right Touch controllers individually with OVRInput.Controller.LTouch or OVRInput.Controller.RTouch, the virtual mapping changes to allow for hand-agnostic input bindings. For example, the same script can dynamically query the Left or Right Touch controller depending on which hand it is attached to, and Button.One will be mapped appropriately to either the A or X button.
The raw mapping directly exposes the Touch controllers. The layout of the Touch controllers closely matches the layout of a typical gamepad split across the Left and Right hands.
This diagram shows a common implementation of Xbox controller input bindings using OVRInput.Controller.Gamepad.
The raw mapping directly exposes the Xbox controller.