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652 lines
27 KiB
ReStructuredText
.. _doc_xr_action_map:
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The XR action map
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=================
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Godot has an action map feature as part of the XR system.
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At this point in time this system is part of the OpenXR module.
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There are plans to encompass WebXR into this in the near future hence we call it
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the XR action map system in this document.
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It implements the built-in action map system of OpenXR mostly exactly as it is offered.
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The XR action map system exposes input, positional data and output for XR controllers
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to your game/application.
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It does this by exposing named actions that can be tailored to your game/application
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and binding these to the actual inputs and outputs on your XR devices.
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As the XR action map is currently part of the OpenXR module, OpenXR needs to be enabled
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in your project settings to expose it:
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.. image:: img/openxr_enabled.webp
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You will then find the XR Action Map interface in the bottom of the screen:
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.. image:: img/xr_action_map.webp
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.. note::
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Godot's built-in input system has many things in common with the XR action map system.
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In fact our original idea was to add functionality to the existing input system and
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expose the data to the OpenXR action map system.
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We may revisit that idea at some point but as it turns out there were just too many
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problems to overcome.
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To name a few:
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* Godot's input system mainly centers around button inputs, XR adds triggers, axis,
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poses and haptics (output) into the mix.
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This would greatly complicate the input system with features that won't work for
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normal controllers or contrast with the current approach.
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It was felt this would lead to confusion for the majority of Godot users.
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* Godot's input system works with raw input data that is parsed and triggers emitting
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actions.
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This input data is made available to the end user.
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OpenXR completely hides raw data and does all the parsing for us, we only get
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access to already parsed action data.
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This inconsistency is likely to lead to bugs when an unsuspecting user tries to use
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an XR device as a normal input device.
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* Godot's input system allows changes to what inputs are bound to actions in runtime,
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OpenXR does not.
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* Godot's input system is based on device ids which are meaningless in OpenXR.
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This does mean that a game/application that mixes traditional inputs with XR
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controllers will have a separation.
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For most applications either one or the other is used and this is not seen as a problem.
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In the end, it's a limitation of the system.
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The default action map
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----------------------
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Godot will automatically create a default action map if no action map file is found.
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.. warning::
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This default map was designed to help developers port their XR games/applications from
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Godot 3 to Godot 4.
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As a result this map essentially binds all known inputs on all controllers supported by
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default, to actions one on one.
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This is not a good example of setting up an action map.
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It does allow a new developer to have a starting point when they want to become
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familiar with Godot XR.
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It prevents having to design a proper action map for their game/application first.
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For this walkthrough we're going to start with a blank action map.
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You can delete the "Godot action set" entry at the top by pressing the trash can icon.
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This will clear out all actions.
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You might also want to remove the controllers that you do not wish to setup,
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more on this later.
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Action sets
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-----------
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.. note::
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Before we dive in, you will see the term XR runtime used throughout this document.
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With XR runtime we mean the software that is controlling and interacting with
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the AR or VR headset.
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The XR runtime then exposes this to us through an API such as OpenXR.
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So:
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* for Steam this is SteamVR,
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* for Meta on desktop this is the Oculus Client (including when using Quest link),
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* for Meta on Quest this is the Quest's native OpenXR client,
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* on Linux this could be Monado, etc.
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The action map allows us to organize our actions in sets.
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Each set can be enabled or disabled on its own.
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The concept here is that you could have different sets that provide bindings
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in different scenarios.
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You could have:
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* a ``Character control`` set for when you're walking around,
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* a ``Vehicle control`` set for when you're operating a vehicle,
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* a ``Menu`` set for when a menu is open.
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Only the action set applicable to the current state of your game/application
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can then be enabled.
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This is especially important if you wish to bind the same input on a controller
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to a different action.
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For instance:
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* in your ``Character control`` set you may have an action ``Jump``,
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* in your ``Vehicle control`` set you may have an action ``Accelerate``,
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* in your ``Menu`` set you may have an action ``Select``.
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All are bound to the trigger on your controller.
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OpenXR will only bind an input or output to a single action.
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If the same input or output is bound to multiple actions the one in the active action set
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with the highest priority will be the one updated/used.
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So in our above example it will thus be important that only one action set is active.
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For your first XR game/application we highly recommend starting with just
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a single action set and to not over-engineer things.
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For our walkthrough in this document we will thus create a single action set
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called ``my_first_action_set``.
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We do this by pressing the :button:`Add action set` button:
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.. image:: img/xr_my_first_action_set.webp
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The columns in our table are as follows:
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.. list-table::
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:class: wrap-normal
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:width: 100%
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:widths: 7 23 70
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:header-rows: 1
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* - Col
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- Value
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- Description
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* - 1
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- my_first_action_set
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- This is the internal name of the action set.
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OpenXR doesn't specify specific restrictions on this name other than size, however
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some XR runtimes will not like spaces or special characters.
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* - 2
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- My first action set
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- This is a human-readable name for the action set.
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Some XR runtimes will display this name to the end user, for example in
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configuration dialogs.
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* - 3
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- 0
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- This is the priority of the action set.
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If multiple active action sets have actions bound to the same controller's inputs or
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outputs, the action set with the highest priority value will determine the action
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that is updated.
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Actions
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-------
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In the XR action map, actions are the entities that your game/application will
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interact with.
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For instance, we can define an action ``Shoot`` and the input bound to that action will
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trigger the ``button_pressed`` signal on the relevant :ref:`XRController3D <class_xrcontroller3d>`
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node in your scene with ``Shoot`` as the ``name`` parameter of the signal.
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You can also poll the current state of an action.
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:ref:`XRController3D <class_xrcontroller3d>` for instance has
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an ``is_button_pressed`` method.
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Actions can be used for both input and output and each action has a type that defines
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its behavior.
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* The ``Bool`` type is used for discrete input like buttons.
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* The ``Float`` type is used for analogue input like triggers.
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These two are special as they are the only ones that are interchangeable.
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OpenXR will handle conversions between ``Bool`` and ``Float`` inputs and actions.
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You can get the value of a ``Float`` type action by calling the method ``get_float`` on
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your :ref:`XRController3D <class_xrcontroller3d>` node.
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It emits the ``input_float_changed`` signal when changed.
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.. note::
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Where analogue inputs are queried as buttons a threshold is applied.
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This threshold is currently managed exclusively by the XR runtime.
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There are plans to extend Godot to provide some level of control over these thresholds
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in the future.
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The ``Vector2`` type defines the input as an axis input.
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Touchpads, thumbsticks and similar inputs are exposed as vectors.
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You can get the value of a ``Vector2`` type action by calling the method ``get_vector2``
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on your :ref:`XRController3D <class_xrcontroller3d>` node.
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It emits the ``input_vector2_changed`` signal when changed.
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The ``Pose`` type defines a spatially tracked input.
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Multiple "pose" inputs are available in OpenXR: ``aim``, ``grip`` and ``palm``.
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Your :ref:`XRController3D <class_xrcontroller3d>` node is automatically positioned based
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on the pose action assigned to ``pose`` property of this node.
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More about poses later.
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.. note::
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The OpenXR implementation in Godot also exposes a special pose called ``Skeleton``.
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This is part of the hand tracking implementation.
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This pose is exposed through the ``skeleton`` action that is supported outside of the
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action map system.
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It is thus always present if hand tracking is supported.
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You don't need to bind actions to this pose to use it.
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Finally, the only output type is ``Haptic`` and it allows us to set the intensity of
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haptic feedback, such as controller vibration.
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Controllers can have multiple haptic outputs and support for haptic vests is coming
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to OpenXR.
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So lets add an action for our aim pose, we do this by clicking on the ``+`` button for
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our action set:
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.. image:: img/xr_aim_pose.webp
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The columns in our table are as follows:
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.. list-table::
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:class: wrap-normal
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:width: 100%
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:widths: 7 23 70
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:header-rows: 1
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* - Col
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- Value
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- Description
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* - 1
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- aim_pose
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- This is the internal name of the action.
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OpenXR doesn't specify specific restrictions on this name other then size, however
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some XR runtimes will not like spaces or special characters.
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* - 2
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- Aim pose
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- This is a human-readable name for the action.
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Some XR runtimes will display this name to the end user, for example in
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configuration dialogs.
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* - 3
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- Pose
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- The type of this action.
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OpenXR defines a number of bindable input poses that are commonly available
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for controllers.
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There are no rules for which poses are supported for different controllers.
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The poses OpenXR currently defines are:
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* The aim pose on most controllers is positioned slightly in front of the controller
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and aims forward.
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This is a great pose to use for laser pointers or to align the muzzle of a weapon
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with.
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* The grip pose on most controllers is positioned where the grip button is placed on
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the controller.
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The orientation of this pose differs between controllers and can differ for the same
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controller on different XR runtimes.
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* The palm pose on most controllers is positioned in the center of the palm of the hand
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holding the controller.
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This is a new pose that is not available on all XR runtimes.
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.. note::
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If hand tracking is used, there are currently big differences in implementations
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between the different XR runtimes.
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As a result the action map is currently not suitable for hand tracking. Work is being
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done on this so stay tuned.
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Let's complete our list of actions for a very simple shooting game/application:
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.. image:: img/xr_all_actions.webp
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The actions we have added are:
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* movement, which allows the user to move around outside of normal room scale tracking.
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* grab, which detects that the user wants to hold something.
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* shoot, which detects that the user wants to fire the weapon they are holding.
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* haptic, which allows us to output haptic feedback.
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Now note that we don't distinguish between the left and right hand.
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This is something that is determined at the next stage.
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We've implemented the action system in such a way that you can bind the same action
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to both hands.
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The appropriate :ref:`XRController3D <class_xrcontroller3d>` node will emit the signal.
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.. warning::
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For both grab and shoot we've used the ``Bool`` type.
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As mentioned before, OpenXR does automatic conversions from an analogue controls
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however not all XR Runtimes currently apply sensible thresholds.
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We recommend as a workaround to use the ``Float`` type when interacting with triggers
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and grip buttons and apply your own threshold.
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For buttons like A/B/X/Y and similar where there is no analogue option, the ``Bool``
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type works fine.
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.. note::
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You can bind the same action to multiple inputs for the same controller on the same
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profile.
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In this case the XR runtime will attempt to combine the inputs.
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* For ``Bool`` inputs, this will perform an ``OR`` operation between the buttons.
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* For ``Float`` inputs, this will take the highest value of the bound inputs.
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* The behavior for ``Pose`` inputs is undefined, but the first bound input is likely to
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be used.
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You shouldn't bind multiple actions of the same action set to the same controller input.
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If you do this, or if actions are bound from multiple action sets but they have
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overlapping priorities, the behavior is undefined.
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The XR runtime may simply not accept your action map, or it may take this on a first
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come first serve basis.
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We are still investigating the restrictions around binding multiple actions to the same
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output as this scenario makes sense.
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The OpenXR specification seems to not allow this.
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Now that we have our basic actions defined, it's time to hook them up.
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Profiles
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--------
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In OpenXR controller bindings are captured in so-called "Interaction Profiles".
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We've shortened it to "Profiles" because it takes up less space.
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This generic name is chosen because controllers don't cover the entire system.
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Currently there are also profiles for trackers, remotes and tracked pens.
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There are also provisions for devices such as treadmills, haptic vests and such even though those are not part of the specification yet.
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.. warning::
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It is important to know that OpenXR has strict checking on supported devices.
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The core specification identifies a number of controllers and similar devices with
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their supported inputs and outputs.
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Every XR runtime must accept these interaction profiles even if they aren't applicable.
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New devices are added through extensions and XR runtimes must specify which ones they
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support.
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XR runtimes that do not support a device added through extensions will not accept these
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profiles.
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XR runtimes that do not support added input or output types will often crash if
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supplied.
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As such Godot keeps meta data of all available devices, their inputs and outputs and
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which extension adds support for them.
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You can create interaction profiles for all devices you wish to support.
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Godot will filter out those not supported by the XR runtime the user is using.
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This does mean that in order to support new devices, you might need to update to a more
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recent version of Godot.
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It is however also important to note that the action map has been designed
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with this in mind.
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When new devices enter the market, or when your users use devices that you
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do not have access to, the action map system relies on the XR runtime.
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It is the XR runtime's job to choose the best fitting interaction profile that has
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been specified and adapt it for the controller the user is using.
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How the XR runtime does this is left to the implementation of the runtime and there
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are thus vast differences between the runtimes.
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Some runtimes might even permit users to edit the bindings themselves.
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A common approach for a runtime is to look for a matching interaction profile first.
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If this is not found it will check the most common profiles such as that of
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the "Touch controller" and do a conversion.
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If all else fails, it will check the generic :ref:`"Simple controller" <doc_xr_action_map_simple>`.
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.. note::
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There is an important conclusion to be made here:
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When a controller is found, and the action map is applied to it, the XR runtime is not
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limited to the exact configurations you set up in Godot's action map editor.
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While the runtime will generally choose a suitable mapping based on one of the bindings
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you set up in the action map, it can deviate from it.
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For example, when the Touch controller profile is used any of the following scenarios
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could be true:
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* we could be using a Quest 1 controller,
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* we could be using a Quest 2 controller,
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* we could be using a Quest Pro controller but no Quest Pro profile was given or the
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XR runtime being used does not support the Quest Pro controller,
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* it could be a completely different controller for which no profile was given but
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the XR runtime is using the touch bindings as a base.
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Ergo, there currently is no way to know with certainty,
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which controller the user is actually using.
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.. warning::
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Finally, and this trips up a lot of people, the bindings aren't set in stone.
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It is fully allowed, and even expected, that an XR runtime allows a user
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to customise the bindings.
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At the moment none of the XR runtimes offer this functionality though SteamVR has
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an existing UI from OpenVRs action map system that is still accessible.
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This is actively being worked on however.
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Our first controller binding
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----------------------------
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Let's set up our first controller binding, using the Touch controller as an example.
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Press "Add profile", find the Touch controller, and add it.
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If it is not in the list, then it may already have been added.
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.. image:: img/xr_add_touch_controller.webp
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Our UI now shows panels for both the left and right controllers.
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The panels contain all of the possible inputs and outputs for each controller.
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We can use the ``+`` next to each entry to bind it to an action:
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.. image:: img/xr_select_action.webp
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Let's finish our configuration:
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.. image:: img/xr_touch_completed.webp
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Each action is bound the given input or output for both controllers to indicate that
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we support the action on either controller.
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The exception is the movement action which is bound only to the right hand controller.
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It is likely that we would want to use the left hand thumbstick for a different purpose,
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say a teleport function.
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In developing your game/application you have to account for the possibility that
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the user changes the binding and binds the movement to the left hand thumbstick.
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Also note that our shoot and grab boolean actions are linked to inputs of type ``Float``.
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As mentioned before OpenXR will do conversions between the two, but do read the warning
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given on that subject earlier in this document.
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.. note::
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Some of the inputs seem to appear in our list multiple times.
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For instance we can find the ``X`` button twice, once as ``X click`` and then
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as ``X touch``.
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This is due to the Touch controller having a capacitive sensor.
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* ``X touch`` will be true if the user is merely touching the X button.
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* ``X click`` will be true when the user is actually pressing down on the button.
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Similarly for the thumbstick we have:
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* ``Thumbstick touch`` which will be true if the user is touching the thumbstick.
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* ``Thumbstick`` which gives a value for the direction the thumbstick is pushed to.
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* ``Thumbstick click`` which is true when the user is pressing down on the thumbstick.
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It is important to note that only a select number of XR controllers support
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touch sensors or have click features on thumbsticks.
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Keep that in mind when designing your game/application.
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Make sure these are used for optional features of your game/application.
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.. _doc_xr_action_map_simple:
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The simple controller
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---------------------
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The "Simple controller" is a generic controller that OpenXR offers as a fallback.
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We'll apply our mapping:
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.. image:: img/xr_simple_controller.webp
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As becomes painfully clear, the simple controller is often far too simple
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and falls short for anything but the simplest of VR games/applications.
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This is why many XR runtimes only use it as a last resort and will attempt
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to use bindings from one of the more popular systems as a fallback first.
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.. note::
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Due to the simple controller likely not covering the needs of your game,
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it is tempting to provide bindings for every controller supported by OpenXR.
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The default action map seems to suggest this as a valid course of action.
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As mentioned before, the default action map was designed for ease of migration
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from Godot 3.
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It is the recommendation from the OpenXR Working Group that only bindings
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for controllers actually tested by the developer are setup.
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The XR runtimes are designed with this in mind.
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They can perform a better job of rebinding a provided binding than
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a developer can make educated guesses.
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Especially as the developer can't test if this leads to a comfortable experience
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for the end user.
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This is our advice as well: limit your action map to the interaction profiles
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for devices you have actually tested your game with.
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The Oculus Touch controller is widely used as a fallback controller by many runtimes.
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If you are able to test your game using a Meta Rift or Quest and add this profile
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there is a high probability your game will work with other headsets.
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.. _doc_binding_modifiers:
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Binding Modifiers
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-----------------
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One of the main goals of the action map is to remove the need for the application
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to know the hardware used.
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However, sometimes the hardware has physical differences that require inputs to
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be altered in ways other than how they are bound to actions.
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This need ranges from setting thresholds, to altering the inputs available
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on a controller.
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Binding modifiers are not enabled by default and require enabling in
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the OpenXR project settings.
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Also there is no guarantee that these modifiers are supported by every runtime.
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You will need to consult the support for the runtimes you are targeting
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and decide whether to rely on the modifiers or implement some form of fallback mechanism.
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If you are targeting multiple runtimes that have support for the same controllers,
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you may need to create separate action maps for each runtime.
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You can control which action map Godot uses by using different export templates
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for each runtime and using a custom :ref:`feature tag <doc_feature_tags>`
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to set the action map.
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In Godot, binding modifiers are divided into two groups:
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modifiers that work on the interaction profile level,
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and modifiers that work on individual bindings.
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Binding modifiers on an interaction profile
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Binding modifiers that are applied to the whole interaction profile can be accessed
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through the modifier button on the right side of the interaction profile editor.
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.. image:: img/openxr_ip_binding_modifier.webp
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You can add a new modifier by pressing the :button:`Add binding modifier` button.
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.. warning::
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As Godot doesn't know which controllers and runtimes support a modifier,
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there is no restriction to adding modifiers.
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Unsupported modifiers will be ignored.
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Dpad Binding modifier
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^^^^^^^^^^^^^^^^^^^^^
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The dpad binding modifier adds new inputs to an interaction profile for each joystick
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and thumbpad input on this controller.
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It turns the input into a dpad with separate up, down, left and right inputs
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that are exposed as buttons:
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.. image:: img/openxr_thumbstick_dpad.webp
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.. note::
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Inputs related to extensions are denoted with an asterix.
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In order to use the dpad binding modifier you need to enable
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the dpad binding modifier extension in project settings:
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.. image:: img/openxr_project_settings_dpad_modifier.webp
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Enabling the extension is enough to make this functionality work using default settings.
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Adding the modifier is optional and allows you to fine tune the way
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the dpad functionality behaves.
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You can add the modifier multiple times to set different settings for different inputs.
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.. image:: img/openxr_dpad_modifier.webp
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These settings are used as follows:
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* ``Action Set`` defines the action set to which these settings are applied.
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* ``Input Path`` defines the original input that is mapped to the new dpad inputs.
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* ``Threshold`` specifies the threshold value that will enable a dpad action,
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e.g. a value of ``0.6`` means that if the distance from center goes above ``0.6``
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the dpad action is pressed.
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* ``Threshold Released`` specifies the threshold value that will disable a dpad action,
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e.g. a value of ``0.4`` means that if the distance from center goes below ``0.4``
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the dpad action is released.
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* ``Center Region`` specifies the distance from center that enabled the center action,
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this is only supported for trackpads.
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* ``Wedge Angle`` specifies the angle of each wedge.
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A value of ``90 degrees`` or lower means that up, down, left and right each have
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a separate slice in which they are in the pressed state.
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A value above ``90 degrees`` means that the slices overlap and that multiple
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actions can be in the pressed state.
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* ``Is Sticky``, when enabled means that an action stays in the pressed state until
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the thumbstick or trackpad moves into another wedge even if it has left the wedge
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for that action.
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* ``On Haptic`` lets us define a haptic output that is automatically activated
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when an action becomes pressed.
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* ``Off Haptic`` lets us define a haptic output that is automatically activated
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when an action is released.
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Binding modifiers on individual bindings
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Binding modifiers that are applied to individual bindings can be accessed through
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the binding modifier button next to action attached to an input:
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.. image:: img/openxr_action_binding_modifier.webp
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You can add a new modifier by pressing the :button:`Add binding modifier` button.
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.. warning::
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As Godot doesn't know which inputs on each runtime support a modifier,
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there is no restriction to adding modifiers.
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If the modifier extension is unsupported, modifiers will be filtered out at runtime.
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Modifiers added to the wrong input may result in a runtime error.
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You should test your action map on the actual hardware and runtime to verify
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the proper setup.
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Analog threshold modifier
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^^^^^^^^^^^^^^^^^^^^^^^^^
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The analog threshold modifier allows you to specify the thresholds used for any analog
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input, like the trigger, that has a boolean input. This controls when the input is in
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the pressed state.
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In order to use this modifier you must enable the analog threshold extension in
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the project settings:
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.. image:: img/openxr_project_settings_analog_threshold_modifier.webp
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The analog threshold modifier has the following settings:
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.. image:: img/openxr_analog_threshold_modifier.webp
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These are defined as follows:
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* ``On Threshold`` specifies the threshold value that will enable the action,
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e.g. a value of ``0.6`` means that when the analog value gets above ``0.6``
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the action is set to the pressed state.
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* ``Off Threshold`` specifies the threshold value that will disable the action,
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e.g. a value of ``0.4`` means that when the analog value goes below ``0.4``
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the action is set in to the released state.
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* ``On Haptic`` lets us define a haptic output that is automatically activated
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when the input is pressed.
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* ``Off Haptic`` lets us define a haptic output that is automatically activated
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when the input is released.
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Haptics on modifiers
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~~~~~~~~~~~~~~~~~~~~
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Modifiers can support automatic haptic output that is triggered when thresholds
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are reached.
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.. note::
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Currently both available modifiers support this feature however there is no rule future
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modifiers also have this capability.
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Only one type of haptic feedback is supported but in the future other options
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may become available.
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Haptic vibration
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^^^^^^^^^^^^^^^^
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The haptic vibration allows us to specify a simple haptic pulse:
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.. image:: img/openxr_haptic_vibration.webp
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It has the following options:
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* ``Duration`` is the duration of the pulse in nanoseconds. ``-1`` lets the runtime
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choose an optimal value for a short pulse suitable for the current hardware.
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* ``Frequency`` is the frequency of the pulse in Hz. ``0`` lets the runtime choose
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an optimal frequency for a short pulse suitable for the current hardware.
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* ``Amplitude`` is the amplitude of the pulse.
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