The input mechanism is different depending on the model of TV.
-The 2015 Remote has no touchpad. It has airmouse capabilities as well as a d-pad
-The 2016 TV has an IR remote and supports gamepads
You can use SamsungTV.airMouseConnected to determine if you have an Air Remote or Touch Remote connected.
If an Air Remote is connected, you can use the Gyroscope data.
You select one of three input modes. Each input mode maps to the controller type.
SamsungTV.touchPadMode = SamsungTV.TouchPadMode.Dpad;
Touch Remote:
Air Remote:
if (Input.GetKeyDown (KeyCode.RightArrow))
{
// Right DPAD event
}
if (Input.GetKeyDown (KeyCode.Return))
{
// touchpad clicked
}
SamsungTV.touchPadMode = SamsungTV.TouchPadMode.Joystick;
Touch Remote and Air Remote:
// Set up axis Touchpad x in input manager as joystick 2 x axis.
Input.GetAxis ("Touchpad x");
// joystick 2 y axis
Input.GetAxis ("Touchpad y");
if (Input.GetKeyDown (KeyCode.Return))
{
// touchpad clicked
}
SamsungTV.touchPadMode = SamsungTV.TouchPadMode.Mouse;
Touch Remote:
Air Remote:
// Sets the cursor image (cursor is a Texture2D)
Cursor.SetCursor (cursor, Vector2.zero, CursorMode.Auto);
// Position of the mouse pointer
Vector3 pos = Input.mousePosition;
if (Input.GetMouseButtonDown (0))
{
// touchpad clicked
}
If the user presses the RETURN / EXIT key, KeyCode.Escape button is pressed and can be caught by your game. If desired, the game can exit by calling Application.Quit().
A user can directly exit a game by long pressing on the RETURN / EXIT key of the remote. If this occurs, the OnApplicationQuit message is sent to user scripts.
Certain TV models have a camera which can detect hand positions. It is recommended to not use this input method since not all TV models support it.
SamsungTV.gestureMode can be set to one of the following:
SamsungTV.GestureMode.Off | Camera data is ignored (default) |
SamsungTV.GestureMode.Mouse | One hand controls a mouse pointer. Grabbing clicks mouse 0. |
SamsungTV.GestureMode.Joystick | Two hands control two joystick axes. |
- Joystick 2 Axis 2: hand 1 x axis | |
- Joystick 2 Axis 3: hand 1 y axis | |
- Joystick 2 Axis 4: hand 2 x axis | |
- Joystick 2 Axis 5: hand 2 y axis | |
Grabbing activates the following joystick buttons: | |
- Joystick 2 Button 0: hand 1 grab | |
- Joystick 2 Button 1: hand 2 grab | |
SamsungTV.gestureWorking | Returns true if the camera currently sees at least 1 hand. |
You can use gamepad input as you would on any other platform. Here is the mapping for Samsung TV:
Buttons (Key or Mouse Button) | Axis (Joystick Axis) |
---|---|
joystick button 0 = A | X axis = Left analog X |
joystick button 1 = B | Y axis = Left analog Y |
joystick button 2 = X | 3rd axis = LT (–1 to 1) |
joystick button 3 = Y | 4th axis = RT (–1 to 1) |
joystick button 4 = LB | 5th axis = Right analog X |
joystick button 5 = RB | 6th axis = Right analog Y |
joystick button 6 = Back | 7th axis = Dpad X |
joystick button 7 = Start | 8th axis = Dpad Y |
joystick button 8 = Left analog press | |
joystick button 9 = Right analog press |
The gamepad can also be put into mouse pointer mode where the analog stick controls the mouse position and button 0 clicks the mouse 0.
SamsungTV.gamePadMode can be one of the following:
SamsungTV.GamePadMode.Default | Standard joystick input |
SamsungTV.GamePadMode.Mouse | Mouse style input: gamepad analog stick controls a mouse cursor, button 0 clicks mouse 0. |
Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.
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