UxrDummyControllerInput Class

Dummy input class that is used when there is no active input component in the avatar. It has the advantage of avoiding to check for null input component and it doesn’t generate any type of input events.

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.UxrDummyControllerInput
Namespace: UltimateXR.Devices.Integrations
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0

Syntax

C#

public class UxrDummyControllerInput : UxrControllerInput


The UxrDummyControllerInput type exposes the following members.

Constructors

NameDescription
Public methodUxrDummyControllerInput

Properties

NameDescription
Public propertyIsHandednessSupported

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.)

Public propertyLeftControllerName Gets the left controller name, or empty if not connected / doesn’t exist. In Single configurations where IsHandednessSupported is not available, both sides will return the same name. (Overrides UxrControllerInput.LeftControllerName.)
Public propertyRightControllerName Gets the right controller name, or empty if not connected / doesn’t exist. In Single configurations where IsHandednessSupported is not available, both sides will return the same name. (Overrides UxrControllerInput.RightControllerName.)
Public propertySetupType Gets the setup type. See UxrControllerSetupType. (Overrides UxrControllerInput.SetupType.)

Methods

NameDescription
Public methodGetControllerCapabilities Gets the capabilities of the XR controller. (Overrides UxrControllerInput.GetControllerCapabilities(UxrHandSide).)
Public methodGetInput1D Gets the state of an analog controller input element. (Overrides UxrControllerInput.GetInput1D(UxrHandSide, UxrInput1D, Boolean).)
Public methodGetInput2D Gets the state of a 2D input element (joystick, touchpad…). (Overrides UxrControllerInput.GetInput2D(UxrHandSide, UxrInput2D, Boolean).)
Public methodHasControllerElements Checks if the given controller has specific elements. (Overrides UxrControllerInput.HasControllerElements(UxrHandSide, UxrControllerElements).)
Public methodIsControllerEnabled Checks whether the given controller is enabled. (Overrides UxrControllerInput.IsControllerEnabled(UxrHandSide).)

Extension Methods

NameDescription
Public Extension MethodCheckSetEnabled Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.)
Public Extension MethodGetOrAddComponent<T> Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.)
Public Extension MethodGetPathUnderScene Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.)
Public Extension MethodGetSceneUid Gets an unique identifier string for the given component. (Defined by ComponentExt.)
Public Extension MethodGetUniqueScenePath 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.)
Public Extension MethodLoopCoroutine Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.)
Public Extension MethodSafeGetComponentInParent<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.)
Public Extension MethodShowInInspector(Boolean)Overloaded.
Controls whether to show the current object in the inspector. (Defined by ObjectExt.)
Public Extension MethodShowInInspector(Boolean, Boolean)Overloaded.
Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.)
Public Extension MethodThrowIfNull Throws an exception if the object is null. (Defined by ObjectExt.)

See Also

Reference

UltimateXR.Devices.Integrations Namespace