I created an XR project, following some basic tutorials. This included basic controls for moving forward and turning using a “locomotion system” for continuous movement and turning, using the joysticks on the XR controllers (see screenshot).
I am a bit puzzled how this “locomotion system” interacts with the “conventional” new input system that unity games normally use. There is a sample “XRI Default Actions” in the “Samples” folder, but how does this interact with the locomotion scripts? Can they complement each other? Can I just drag these input actions on the player character that also has all the locomotion scripts?
My goal is to be able to respond to XR controller button presses (A/B).
If you have imported the Starter Assets sample package, you can look at how the main XR Origin prefab is configured, as it included all the wiring for the input system actions. The locomotion system interacts with the Input System interacts by using those Input Action References. The locomotion scripts will poll for input changes from those input actions in order to drive the character movement. If you want to see an example of how to use Input Actions in your own scripts, you can open any of the locomotion providers with an input action property.
As a side note, the XRI 3.0 Input Readers make it a bit more complicated to follow, so you might look at some of the samples from the Input System package as well.