UxrWindowsMixedRealityInput Class
Windows Mixed Reality input using Unity XR.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrControllerInput)
UltimateXR.Core.Components.Composite.UxrAvatarComponent(UxrControllerInput)
UltimateXR.Devices.UxrControllerInput
UltimateXR.Devices.Integrations.UxrUnityXRControllerInput
UltimateXR.Devices.Integrations.Microsoft.UxrWindowsMixedRealityInput
UltimateXR.Devices.Integrations.HP.UxrHpReverbG2Input
Namespace: UltimateXR.Devices.Integrations.Microsoft
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrWindowsMixedRealityInput : UxrUnityXRControllerInput
The UxrWindowsMixedRealityInput type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrWindowsMixedRealityInput |
Properties
Name | Description | |
---|---|---|
ControllerNames | Gets list of controller names that the component can handle (Overrides UxrUnityXRControllerInput.ControllerNames.) | |
IsHandednessSupported |
Gets whether Handedness can be used. In Single devices, it may be used to control which hand is holding the controller. In Dual devices it is used to determine which hands have the Primary (dominant) and Secondary (non-dominant) roles. Devices such as gamepads don’t support handedness and will target the single device no matter which UxrHandSide is used. In this case it is good practice to use Primary to target the device in order to make the code cleaner. (Overrides UxrControllerInput.IsHandednessSupported.) | |
JoystickDeadZone | Gets the controller’s joystick dead zone [0.0, 1.0]. Some controllers may have a more sensitive joystick, and this property can be used to compensate in different implementations. (Overrides UxrControllerInput.JoystickDeadZone.) | |
SDKDependency | Requires WMR SDK using OpenXR. (Overrides UxrControllerInput.SDKDependency.) | |
SetupType | Gets the setup type. See UxrControllerSetupType. (Overrides UxrControllerInput.SetupType.) |
Methods
Name | Description | |
---|---|---|
HasControllerElements | Checks if the given controller has specific elements. (Overrides UxrControllerInput.HasControllerElements(UxrHandSide, UxrControllerElements).) |
Extension Methods
Name | Description | |
---|---|---|
CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) | |
GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) | |
GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) | |
GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) | |
GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) | |
LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) | |
SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) | |
ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) | |
ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) | |
ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |