Unity HTC VIVE 手柄 接入
一、资源导入
从asset store 下载 SteamVR Plugin。然后导入Unity。
将上图中的prefab拖入场景,然后在steam上装好steamVR,就可以运行了。
二、手柄按键使用说明
触控板的坐标如下图
直接上代码,哪里不懂看注解就好。controller在刚才拖进场景的prefab里,如下图。
using UnityEngine; using System.Collections; //检测手柄功能的脚本 这个脚本挂到手柄上(controller(right)和controller(left))上 public class HTCStick : MonoBehaviour { //手柄 SteamVR_TrackedObject trackdeObjec; void Awake ( ) { //获取手柄上的这个组件 trackdeObjec = GetComponent<SteamVR_TrackedObject> (); } // Use this for initialization void Start ( ) { } void FixedUpdate ( ) { //获取手柄输入 var device = SteamVR_Controller.Input ((int)trackdeObjec.index); //以下是api中复制出来的按键列表 /* public class ButtonMask { public const ulong System = (1ul << (int)EVRButtonId.k_EButton_System); // reserved public const ulong ApplicationMenu = (1ul << (int)EVRButtonId.k_EButton_ApplicationMenu); public const ulong Grip = (1ul << (int)EVRButtonId.k_EButton_Grip); public const ulong Axis0 = (1ul << (int)EVRButtonId.k_EButton_Axis0); public const ulong Axis1 = (1ul << (int)EVRButtonId.k_EButton_Axis1); public const ulong Axis2 = (1ul << (int)EVRButtonId.k_EButton_Axis2); public const ulong Axis3 = (1ul << (int)EVRButtonId.k_EButton_Axis3); public const ulong Axis4 = (1ul << (int)EVRButtonId.k_EButton_Axis4); public const ulong Touchpad = (1ul << (int)EVRButtonId.k_EButton_SteamVR_Touchpad); public const ulong Trigger = (1ul << (int)EVRButtonId.k_EButton_SteamVR_Trigger); } */ //每种按键都有GetTouch、GetTouchDown、GetTouchUp、GetPressDown、GetPress、GetPressUp //这里只有Trigger扳机键写了6种,其他的不再重复。 //Trigger的Touch触发条件是扳机键没有按到底,此时不会触发press。触发press时必定触发touch。 if (device.GetTouch (SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log ("轻按了扳机键"); //右手震动 //拉弓类似操作应该就是按住trigger(扳机)gettouch时持续调用震动方法模拟弓弦绷紧的感觉。 var deviceIndex2 = SteamVR_Controller.GetDeviceIndex (SteamVR_Controller.DeviceRelation.Rightmost); device.TriggerHapticPulse (1200); } if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log ("轻按了扳机键"); } if (device.GetTouchUp (SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log ("松开了扳机键"); //左手震动 var deviceIndex = SteamVR_Controller.GetDeviceIndex (SteamVR_Controller.DeviceRelation.Leftmost); SteamVR_Controller.Input (deviceIndex).TriggerHapticPulse (3000); //右手震动 var deviceIndex1 = SteamVR_Controller.GetDeviceIndex (SteamVR_Controller.DeviceRelation.Rightmost); SteamVR_Controller.Input (deviceIndex1).TriggerHapticPulse (3000); } if (device.GetPressDown (SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log ("用press按下了trigger扳机键"); } if (device.GetPress (SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log ("用press按了trigger扳机键"); } if (device.GetPressUp (SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log ("用press松开了trigger扳机键"); } //system键 圆盘下面那个键 // reserved 为Steam系统保留,用来调出Steam系统菜单 因此自己加的功能没用 下面的打印不会出现 if (device.GetTouchDown (SteamVR_Controller.ButtonMask.System)) { Debug.Log ("按下了system系统按钮"); } if (device.GetPressDown (SteamVR_Controller.ButtonMask.System)) { Debug.Log ("用press按下了系统按钮"); } //ApplicationMenu键 带菜单标志的那个按键(在方向圆盘上面) //ApplicationMenu键 的Touch和Press没有区别,触发都要按下去 if (device.GetTouchDown (SteamVR_Controller.ButtonMask.ApplicationMenu)) { Debug.Log ("按下了 ApplicationMenu菜单键"); } if (device.GetPressDown (SteamVR_Controller.ButtonMask.ApplicationMenu)) { Debug.Log ("用press按下了ApplicationMenu菜单键"); } //Grip键 手柄两侧的按键 每个手柄左右各一且功能相同,同一手柄两个键是一个键。 //Grip键 的Touch和Press没有区别,触发都要按下去 if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Grip)) { Debug.Log ("按下了 Grip"); } if (device.GetPressDown (SteamVR_Controller.ButtonMask.Grip)) { Debug.Log ("用press按下了 Grip"); } //Axis0键和Touchpad是等价的 与圆盘有关 详情看下面的TouchPad这里不再赘述 //触摸触发 if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Axis0)) { Debug.Log ("按下了 Axis0"); } //按动触发 if (device.GetPressDown (SteamVR_Controller.ButtonMask.Axis0)) { Debug.Log ("用press按下了Axis0"); } //Axis1键 等价于Trigger键详情看上面的Trigger按钮 这里不再赘述 //触摸触发 if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Axis1)) { Debug.Log ("按下了Axis1"); } //按动触发 if (device.GetPressDown (SteamVR_Controller.ButtonMask.Axis1)) { Debug.Log ("用press按下了Axis1"); } //Axis2键 目前未发现按键位置 //触摸触发 if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Axis2)) { Debug.Log ("按下了 Axis2"); } //按动触发 if (device.GetPressDown (SteamVR_Controller.ButtonMask.Axis2)) { Debug.Log ("用press按下了Axis2"); } //Axis3键 目前未发现按键位置 //触摸触发 if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Axis3)) { Debug.Log ("按下了Axis3"); } //按动触发 if (device.GetPressDown (SteamVR_Controller.ButtonMask.Axis3)) { Debug.Log ("用press按下了Axis3"); } //Axis4键 目前未发现按键位置 //触摸触发 if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Axis4)) { Debug.Log ("按下了Axis4"); } //按动触发 if (device.GetPressDown (SteamVR_Controller.ButtonMask.Axis4)) { Debug.Log ("用press按下了Axis4"); } //Touchpad键 圆盘交互 //触摸触发 if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Touchpad)) { Debug.Log ("按下了 Touchpad"); //方法返回一个坐标 接触圆盘位置 Vector2 cc = device.GetAxis (); Debug.Log (cc); // 例子:圆盘分成上下左右 float angle = VectorAngle (new Vector2 (1, 0), cc); Debug.Log (angle); //下 if (angle > 45 && angle < 135) { Debug.Log ("下"); } //上 if (angle < -45 && angle > -135) { Debug.Log ("上"); } //左 if ((angle < 180 && angle > 135) || (angle < -135 && angle > -180)) { Debug.Log ("左"); } //右 if ((angle > 0 && angle < 45) || (angle > -45 && angle < 0)) { Debug.Log ("右"); } } //按动触发 if (device.GetPressDown (SteamVR_Controller.ButtonMask.Touchpad)) { Debug.Log ("用press按下了Touchpad"); Vector2 cc = device.GetAxis (); Debug.Log (cc); } } // Update is called once per frame void Update ( ) { } //方向圆盘最好配合这个使用 圆盘的.GetAxis()会检测返回一个二位向量,可用角度划分圆盘按键数量 //这个函数输入两个二维向量会返回一个夹角 180 到 -180 float VectorAngle (Vector2 from, Vector2 to) { float angle; Vector3 cross = Vector3.Cross (from, to); angle = Vector2.Angle (from, to); return cross.z > 0 ? -angle : angle; } }