Input Module Usage Notification

We list the notifications of using the Input Module here for developers to prevent development problems.

Not to Do

  1. Do NOT enable multiple Input Modules to the Event System.

  2. Do NOT uncheck the Ignore Mode option if you do NOT know what current interaction mode is. You can use the following code to know current interaction mode.

    using Wave.Essence;
    
    XR_InteractionMode mode = ClientInterface.InteractionMode;
    
  3. Do NOT uncheck the Dominant Controller or NonDominant Controller options when using the GazeInputModule if you want to use controller buttons to trigger Gaze events.

  4. Do NOT uncheck the Movable option when using the GazeInputModule or you will see two Gaze pointers when you are gazing on an object.

  5. Do NOT set the Time To Gaze value too big or small when using the GazeInputModule.

  6. Do NOT use multiple EventControllerSetter components with the same Controller Type. E.g. Two EventControllerSetter both have the Right controller type.

  7. Do NOT put the Main Camera and controllers objects with different offset. Some developers change the camera offset but forget to change the controller offset then they will see the controller position is too hight / low / far / near.

  8. Do NOT let the Dominant Controller and Non Dominant Controller fields be empty when using the ControllerInputModule.

  9. Do NOT set the value of Pinch Off Threshold bigger than the value of Pinch On Threshold when using the HandInputModule.

  10. Do NOT use multiple HandBeam components with the same Beam Type.

  11. Do NOT use multiple HandSpotPointer components with the same Pointer Type.

  12. Do NOT let the Right Hand Selector and Left Hand Selector fields be empty when using the HandInputModule.

Suggestions

  1. If an object has no action when being gazed, you can change the Input Event when using the GazeInputModule.
  2. Set the Beam Mode to Flixible if you would like the controller pointer to stay on the pointing object accurately.
  3. You can change the hand beam length, width and color by configuring the HandBeam component.
  4. You can change the hand pointer size by setting the value of Minimal Pointer Diameter when using the HandInputModule.