UxrGamepadInput Class
Standard X-box like gamepad input.
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.UxrGamepadInput
Namespace: UltimateXR.Devices.Integrations
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrGamepadInput : UxrControllerInput
The UxrGamepadInput type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrGamepadInput |
Properties
Name | Description | |
---|---|---|
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.) | |
SDKDependency | Gets the SDK the implemented device needs in order to be available. It should be null or empty if there is no SDK dependency. Otherwise is should use any of the SDK names in UxrManager. For example if requires the Oculus SDK, it should return SdkOculus. (Overrides UxrControllerInput.SDKDependency.) | |
SetupType | Gets the setup type. See UxrControllerSetupType. (Overrides UxrControllerInput.SetupType.) |
Methods
Name | Description | |
---|---|---|
Awake | Subscribes to device events. (Overrides UxrControllerInput.Awake().) | |
GetControllerCapabilities | Gets the capabilities of the XR controller. (Overrides UxrControllerInput.GetControllerCapabilities(UxrHandSide).) | |
GetInput1D | Gets the state of an analog controller input element. (Overrides UxrControllerInput.GetInput1D(UxrHandSide, UxrInput1D, Boolean).) | |
GetInput2D | Gets the state of a 2D input element (joystick, touchpad…). (Overrides UxrControllerInput.GetInput2D(UxrHandSide, UxrInput2D, Boolean).) | |
HasControllerElements | Checks if the given controller has specific elements. (Overrides UxrControllerInput.HasControllerElements(UxrHandSide, UxrControllerElements).) | |
IsControllerEnabled | Checks whether the given controller is enabled. (Overrides UxrControllerInput.IsControllerEnabled(UxrHandSide).) | |
OnDestroy | Unsubscribes from device events. (Overrides UxrControllerInput.OnDestroy().) | |
UpdateInput | Virtual method that should be overriden in child classes in order to update the current input state information (buttons and all the other elements in the controllers). (Overrides UxrControllerInput.UpdateInput().) |
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.) |