Hand controller is used to locate the user's hand in space and the possibility of controlling XR (VR and AR) applications. Example of possible states of Oculus Quest controller buttons.How does the support of several controllers is achieved with the help of Input Manager and how many button states the controllers actually have, and possibly how do they differ from each other - it are questions you will get answer for in the following paragraphs. Although controllers from Oculus, HTC, Valve, Google and other manufacturers differ, there are not many differences in the application layer and control logic. This article deals exclusively with the issue of hardware hand controllers for controlling XR applications. Do you ask why it's so important? Simply - the main value of the content comes with the possibility of its portability and useability within a variety of devices. Now it's high time to repeat it in the virtual and augmented reality industry - and because Khronos Group has already gained the support of major players in the field of VR hardware and software development, there's no doubt that wide adoption is on the right track. At the turn of milenium, Khronos came with its Open ES and 3D API which helped standardize mobile devices and eliminates software incompatibility. There's a strong name behind the design - the Khronos Group - well known company from the era of wild west on the mobile market. The unified XR standard that virtual reality companies could follow was missing for a really long time - just the first meaningful proposal - the OpenXR standard - was introduced in the mid of 2019 - after more than 30 years of VR headsets existence. There are many VR and AR devices on the market today, often operating within their own ecosystems, with their own hardware (hand) controllers and connectable accessories.
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