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# XR Interaction Toolkit | ||
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The Innoactive Creator is bundled with the [`XR Interaction Component`](https://github.com/Innoactive/XR-Interaction-Component) an interaction implementation based on the [`XR Interaction Toolkit`](https://blogs.unity3d.com/2019/12/17/xr-interaction-toolkit-preview-package-is-here/), an XR interaction framework made by Unity and defined as follows: | ||
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> The XR Interaction Toolkit package is a high-level, component-based, interaction system for creating VR and AR experiences. It provides a framework that makes 3D and UI interactions available from Unity input events. The core of this system is a set of base Interactor and Interactable components, and an Interaction Manager that ties these two types of components together. It also contains helper components that you can use to extend functionality for drawing visuals and hooking in your own interaction events. | ||
The XR Interaction Toolkit is used along with the [`XR Plugin Management`](https://docs.unity3d.com/Packages/com.unity.xr.management@3.2/manual/index.html) to enable XR content creators to build applications in an abstract layer without dealing with hardware or software specifics, speeding up the development process. In other words, an XR application is developed once and can be exported to as many end hardware as desired. | ||
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## General Topics | ||
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The following articles will help you understand how the `XR Interaction Component` works: | ||
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- XR Rigs (coming soon) | ||
- `Locomotion` (comming soon) | ||
- [XR Device Simulator](./xr-device-simulator.md) | ||
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## Interactables | ||
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- `Interactable Objects` (comming soon) | ||
- `Interactable Highlighter` (comming soon) | ||
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## Interactors | ||
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- `XR Controllers`(comming soon) | ||
- [Snap Zones](./snap-zones.md) |
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# XR Device Simulator | ||
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The [XR Device Simulator](https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@0.10/manual/samples.html#xr-device-simulator) is a tool bundled within `XR Interaction Toolkit` starting from its version `1.0.0-pre.2`. It handles mouse and keyboard input from the user and uses it to drive simulated XR controllers and an XR head-mounted display (HMD). | ||
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The XR Device Simulator is only supported when using [Actions](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.0/manual/Actions.html), for which the [new input system](https://blogs.unity3d.com/2019/10/14/introducing-the-new-input-system/) is required. | ||
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[![Open the Step Inspector](../images/xr/xr-simulator.gif "XR Device Simulator.")](../images/xr/xr-simulator.gif) | ||
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## Prerequisites | ||
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- The `new input system` must be enabled. | ||
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> [How to set up the new input system.](../setup-guides/03-project-setup.md#input-system) | ||
- The `XR Interaction Toolkit`package must be at least at version `1.0.0-pre.2`. | ||
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> [How to change a package version.](https://docs.unity3d.com/Manual/upm-ui-update.html) | ||
- Make sure you have imported the `Default Input Actions` and `XR Device Simulator` [samples](https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@0.10/manual/samples.html). | ||
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![Delete Obsolete Rig](../images/xr/xr-samples.png "XR Interaction Toolkit Samples") | ||
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## Initial Setup | ||
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If in your scene you are missing the `[INTERACTION_RIG_LOADER]` then you need to [Setup the Training Configuration](../innoactive-creator/training-configuration.md#setup-the-training-configuration-in-the-current-scene), you can do this by selecting in the toolbar `Innoactive` > `Setup Training Scene`. | ||
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[![Open the Step Inspector](../images/xr/how-to-set-up-the-xr-simulator.gif "How to set up the XR Device Simulator.")](../images/xr/how-to-set-up-the-xr-simulator.gif) | ||
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The `[INTERACTION_RIG_LOADER]` contains a list of available XR rigs, including an `XR Simulator`. The `[INTERACTION_RIG_LOADER]` will spawn the first available rig going from top to bottom of the list, the list can be rearranged. | ||
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![Delete Obsolete Rig](../images/xr/interaction-rig-loader.png "A pop-up allows you to delete the obsolete `[XR Setup]` object from the scene") | ||
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> In order to try out the simulator, make sure to position the XR Simulator at the top of the list. | ||
## Simulator Controls (Input Actions) | ||
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The XR Device Simulator uses a sample [Input Action Set](https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@0.10/manual/samples.html#input-actions-asset-1), you can find and [edit](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.0/manual/ActionAssets.html#editing-input-action-assets) it in the `Assets\Samples\XR Interaction Toolkit\[version]\XR Device Simulator Controls` folder. | ||
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The `XR Device Simulator Controls` is divided in two `Action Maps`: | ||
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- **Main** | ||
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Actions like `Manipulate Left Hand`, `Manipulate Right Hand`, `Manipulate Head`, and `Toggle Coursor Lock` can be found here. | ||
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![Delete Obsolete Rig](../images/xr/xr-simulator-controls-main.png "A pop-up allows you to delete the obsolete `[XR Setup]` object from the scene") | ||
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- **Input Controls** | ||
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Actions like `Grip`, `Trigger`, `Primary Button`, `Primary Touch`, and `Menu`can be found here. | ||
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![Delete Obsolete Rig](../images/xr/xr-simulator-controls-input-controls.png "A pop-up allows you to delete the obsolete `[XR Setup]` object from the scene") | ||
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## Disclaimer | ||
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The `XR Device Simulator` is a tool developed and maintained by `Unity Technologies`, it is not distributed with the `Innoactive Creator`. | ||
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Do you have more questions? Let us know about your experience in our [community](https://innoactive.io/creator/community?tab=posts). |
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