• Guides
    • English
    • 日本語
  • API Documentation

    Show / Hide Table of Contents
    • MRTK を始める
      • Release Notes
      • MRTK Package Contents
      • Updating from earlier versions
      • HTK からの移植ガイド
      • MRTK のビルドとデプロイ
      • NuGet Packages
      • Getting started with MRTK and XR SDK
      • Performance
      • Hologram Stabilization (ホログラムの安定化)
    • アーキテクチャ
      • 全体像
      • フレームワークとランタイム
      • Input System (入力システム)
        • 用語
        • Core System
        • Controllers, Pointers, and Focus
      • Systems, Extension Services and Data Providers
    • 機能概要
      • Boundary System
        • Boundary System Overview
        • Configuring the Boundary Visualization
      • Camera System
        • Camera System Overview
        • Camera Settings Providers
          • Windows Mixed Reality Camera Settings
          • Unity AR Camera Settings [Experimental]
          • Creating a camera settings provider
      • Cross Platform Support
        • Configure MRTK for iOS and Android
      • プラットフォームの Capabilities (機能) を検出する
      • Diagnostics System (診断システム)
        • 診断システムの概要
        • 診断システムの構成
        • ビジュアル プロファイラーを使用する
      • Extension Services
        • Extension Service Creation Wizard
        • Scene Transition Service Overview
        • Hand Physics Service Overview
      • Input System (入力システム)
        • 入力の概要
        • Input Actions
        • Input Events
        • Input Providers
          • Input Providers Overview
          • Creating an input data provider
        • Controllers (コントローラー)
        • Eyes
        • Gaze (ゲイズ)
        • Gestures (ジェスチャ)
        • Hands
        • How to Add Near Interaction
        • エディター内入力シミュレーション
        • Pointers
        • Voice Input
          • Dictation (ディクテーション)
          • Speech (コマンドとコントロール)
      • Multi Scene System
        • Multi Scene System Overview
        • Scene Types
        • Content Scene Loading
        • Monitoring Content Loading
        • Lighting Scene Operations
      • パッケージ
        • MRTK パッケージ
        • MRTK Modularization
      • Profiles (プロファイル)
        • プロファイル概要
        • 設定ガイド
      • Rendering
        • Material Instance Overview
        • Shaders
          • MRTK Standard Shader
      • Services (サービス)
        • What makes a mixed reality feature
        • MixedRealityServiceRegistry と IMixedRealityServiceRegistrar とは何か
        • Extension services
      • Spatial Awareness System (空間認識システム)
        • Spatial Awareness (空間認識) 概要
        • Spatial Observers
          • Configuring Observers for Device
          • Configuring Observers for Editor
          • Controlling Observers via Code
          • Creating a custom Observer
      • Teleport System (テレポートシステム) 概要
      • ツール
        • Dependency Window (依存関係ウィンドウ)
        • Extension Service Creation Wizard
        • Holographic Remoting
        • Input Animation Recording
          • Input Animation File Format Specification
        • Optimize Window
        • Runtime tools
          • Controller Mapping tool
      • UX ビルディング ブロック
        • Interactable (インタラクタブル)
        • Button (ボタン)
        • Bounding Box
        • Object Manipulation (物体操作)
        • Sliders (スライダー)
        • Fingertip Visualization
        • App Bar
        • Object Collection (オブジェクトコレクション)
        • Slate (スレート)
        • System Keyboard (システム キーボード)
        • Tooltips (ツールチップ)
        • Solvers (ソルバー)
      • Example Scenes
        • Examples Hub
        • ハンド インタラクションのサンプル
        • アイ トラッキング インタラクションのサンプル
      • Experimental
        • Scrolling Object Collection
        • Hand Coach UX
        • Pulse Shader
    • Contributing
      • Contributing Overview
      • Coding Guidelines
      • Writing and Running Tests
      • Writing Documentation
      • Pull Requests
      • Experimental Features
      • Breaking Changes
      • How to use DocFX
    • Planning
      • Roadmap
    • Notice
    • Authors

    Accessing input state in MRTK

    It's possible to directly query the state of all inputs in MRTK by iterating over the controllers attached to the input sources. MRTK also provides convenience methods for accessing the position and rotation of the eyes, hands, head, and motion controller.

    See the InputDataExample scene for an example of querying input both via iterating over controllers, and by using the InputRayUtils class.

    Example: Access position, rotation of head, hands, eyes in MRTK

    MRTK's InputRayUtils class provides convenience methods for accessing the hand ray, head ray, eye gaze ray, and motion controller rays.

    // Get the head ray
    var headRay = InputRayUtils.GetHeadGazeRay();
    
    // Get the right hand ray
    Ray rightHandRay;
    if(InputRayUtils.TryGetHandRay(Handedness.right, rightHandRay))
    {
        // Right hand ray is available
    }
    else
    {
        // Right hand ray is not available
    }
    

    Example: Access position, rotation of all 6DOF controllers active in scene

    foreach(var controller in CoreServices.InputSystem.DetectedControllers)
    {
        // Interactions for a controller is the list of inputs that this controller exposes
        foreach(MixedRealityInteractionMapping inputMapping in controller.Interactions)
        {
            // 6DOF controllers support the "SpatialPointer" type (pointing direction)
            // or "GripPointer" type (direction of the 6DOF controller)
            if (inputMapping.InputType == DeviceInputType.SpatialPointer)
            {
                Debug.Log("spatial pointer PositionData: " + inputMapping.PositionData);
                Debug.Log("spatial pointer RotationData: " + inputMapping.RotationData);
            }
    
            if (inputMapping.InputType == DeviceInputType.SpatialGrip)
            {
                Debug.Log("spatial grip PositionData: " + inputMapping.PositionData);
                Debug.Log("spatial grip RotationData: " + inputMapping.RotationData);
            }
        }
    }
    

    See also

    • InputEvents
    • Pointers
    • HandTracking
    • Improve this Doc
    In This Article
    • Example: Access position, rotation of head, hands, eyes in MRTK
    • Example: Access position, rotation of all 6DOF controllers active in scene
    • See also
    Back to top Generated by DocFX