XR Device Based Origin Missing?

Hey there, looking to move over to Unity 6 and encountering some issues. I’ve been doing VR dev for a couple years now and often start off with the XR Interaction Toolkit Device Based Origin:


This setup comes preconfigured with the hands underneath, with XR Ray Interactors set-up:
image

This is what I’m familiar with. but moving to Unity 6 and trying to start from the same place i no longer see a Device Based option in the menu, instead just seeing an XR Origin:


This one has no hands configured.

I did find that in the starter assets there’s an XR Origin (XR Rig) prefab, though it seems to have a much more complex setup than I am used to or need. The simple Ray interactor set-up has been great for launching prototypes and teaching new learners, and this other setup has more features and distractions.

Has the setup I’m used to using been depricated? Is there a neat way to get this back? I can work to rebuild it and keep it as my own Unity package

Hi @SquidMeal72,

The configuration you were used to (device-based XR Origin) has been partially deprecated. We moved to a new approach for how controller input mappings correspond to the Interactors. The new approach uses Input Readers, which allow for Input Abstraction on top of the interactors through component configuration rather than custom classes to handle Input System vs Legacy Input Manager. We recommend importing the Starter Assets sample and using the XR Origin (XR Rig) prefab instead of auto-generated one from the Create menu. This will have everything pre-wired up so you can hit the ground running. This prefab is based on the Input System though, and if you wish to keep using legacy input, you can also import the Legacy Input Readers that will bind to the legacy input manager.

In terms of the controllers/hands not being generated by the Create menu, I will have to ask internally and check that we changed that intentionally (vs it being a bug).

Hey Dave, Thanks for the reply!

This makes sense, and I’m learning how to work with this new system and strip back what I don’t need.

Annecdotal, but while teaching I found it very useful to have a VR rig thats set up with interactions and NOT locmotion, as I could use this as an opportunity to show my students how to make small adjustments to the first person controller script we had and move it over to VR.

I can always hand out my own prefab, or force them to strip the template down, but maybe a thought to look at bringing something like that back. It also may be more comfortable for other learners as continuous locomotion seems much more likely to cause simulation sickness, and having that already hooked up without a vignette might be both a step too far, and not far enough!

Hey @SquidMeal72,

The issue with reintroducing the full rig in the Create menu is that there are quite a few changes we made in XRI 3.0 that makes maintaining this menu item very difficult as we add to XRI. We will take a look at what it would look like to bring this back.

As a side-thought, would it be helpful to have a prefab that is a non-locomotion version? Or is it easy enough to disable the entire Locomotion object in the hierarchy instead of deleting it and providing a variant?