XR Control - XR unified inputs solution


XR Control is crafted to help to easily manage multiple XR controllers in your app/project.
It allows you to detect inputs in an hardware-agnostic way and/or by device type.
Build upon Unity native inputs, it doesn’t relies on any third-party plugin.

This early beta release focus on the main desktop VR motion controllers :

  • (OpenVr) Vive ‘wand’ Controllers (and OpenVr compatible)

  • (Oculus VR) Oculus Touch Controllers

  • (Oculus VR) Oculus Remote

  • (Windows Mixed Reality) Spatial Controllers

Now includes interactive motion controllers models and Oculus Touch hand gestures examples.

Asset Store page : XR Control | Input Management | Unity Asset Store

XR Control is actually in beta. It is the second release and part of the upcoming XR Toolset.

See also : XR Switcher Beta - XR cross-platform manager and runtime device switcher : XR Switcher | Utilities Tools | Unity Asset Store

It looks like there are changes regarding motion controllers naming conventions in latest Unity or SteamVR versions.
I’m looking into it, a patch is on its way. Contact me if you need a workaround meantime.