# Interaction

# XR Interaction Manager

At least one XR Interaction Manager is required per scene in order to establish a connection between the Interactors and Interactables.

Input Actions must be enabled through the Input Action Manager. To add them manually, locate the Input Action Manager script and add an Input Action asset as an element. These assets are located in the samples path under Shared Assets/Input Actions.

XR Interaction Manager

# Gaze Pointer

The Gaze Pointer is comprised of the following game objects:

Gaze Pointer Hierarchy

The GazeInteractor component is added to the root object. It manages the raycasting and interaction with UI objects in the scene as well as the timer duration and "click" functionality of the pointer.

Gaze Pointer Limitation

Currently the gaze pointer can only interact with UI objects in the scene, unlike the Pointer Controller, which can interact with both UI and 3D objects.

# Controller Manager

The Controller Manager is comprised of the following game objects:

Controller Manager Hierarchy

On the root game object, the XRControllerManager component receives the XRControllerProfile from the SampleController script. If the Host Controller is being used, the DevicePointer will be activated. The DevicePointer contains the HostController mesh and input references. If a VR device with two controllers is being used, the XRControllers game object will be activated. The XRControllers contains two game objects for the left and right controller with an Action Based Controller (opens new window) component with references to each controller prefab and the specific input references.

The SampleController will send the selected XRControllerProfile to the ControllerManager based on what InputDevice (opens new window) is being used. Please, refer to the Unity documentation for Microsoft Mixed Reality Motion Controller Profile (opens new window) or Oculus Touch Controller Profile (opens new window).

# Input Cheat Sheet

Buttons used for input actions:

Host Controller XR Controller Right XR Controller Left
Select Tap on Trackpad Right Trigger Button Left Trigger Button
Gaze/Pointer switch Menu Button None Left Menu Button
Touchpad Trackpad Right Joystick Left Joystick
Anchor Position Confirmation Tap on Trackpad Any Trigger Button Any Trigger Button

# Controller Haptics

Controller haptics are sent via the SampleController's SendHapticImpulse (opens new window) function to the XRControllerManager. When SendHapticImpulse is called, a haptic impulse is triggered on both the host controller and XR Controllers on UI button press or when scrolling.


Haptic feedback is felt on both XR controllers at the moment, regardless of which one triggers an action.

# Controller Animations for XR Controllers

Each XR Controller in XRControllers has a reference to their XR Controller prefab containing the controller mesh with the buttons' blend shapes. XR Controller prefab reference

Each prefab has an XRControllerInputAnimation.cs attached. This script will update the blend shape weight (opens new window) values with the values received of each button of the controller, creating the button animations.

# Editor Camera Controller

While build times can be quite time consuming, the editor camera controller allows for quick testing within the Unity editor itself and provides a key shortcut to switch between the gaze pointer and the controller. The key to switch is output in the Editor console.

Editor Camera Controller script