Locomotion
The XR Interaction Toolkit package provides a set of locomotion primitives that offer the means to move around in a scene during an XR experience. These components include:
- An XR Origin that represents the user
- A Locomotion System that controls access to the XR Origin
- A Teleportation Provider and Teleportation Interactables
- A Snap Turn Provider that rotates the user by fixed angles
- A Continuous Turn Provider that smoothly rotates the user over time
- A Continuous Move Provider that smoothly moves the user over time
This documentation outlines how to use and extend these components.
Glossary
Term | Meaning |
---|---|
XR Origin | The component that implements the generic concept of a camera rig. It also provides options of tracking origin modes to configure the reference frame for positions reported by the XR device. It has properties to specify an Origin, a Camera Floor Offset Object, and a Camera Object. |
Origin | By default, the Origin is the GameObject that the XR Origin component is attached to, and the term is generally used interchangeably with XR Origin. This is the GameObject that the application will manipulate via locomotion. |
Camera Floor Offset Object | The GameObject to move the Camera to the desired height off the floor depending on the tracking origin mode. |
Camera Object | The GameObject that contains a Camera component. This is usually the Main Camera that renders what the user sees. It is the head of XR rigs. |
Floor mode | A floor-relative tracking origin mode. Input devices will be tracked relative to a location on the user's floor. |
Device mode | A device-relative tracking origin mode. Input devices will be tracked relative to the first known location. The Camera is moved to the height set by the Camera Y Offset value by moving the Camera Floor Offset Object. |
Locomotion System | The component that controls which Locomotion Provider can move the user. |
Locomotion Provider | The base class for various locomotion implementations, such as teleportation and turning. |
Teleportation | A type of locomotion that teleports the user from one position to another position. |
Snap Turn | A type of locomotion that rotates the user by a fixed angle. |
Continuous Turn | A type of locomotion that smoothly rotates the user by an amount over time. |
Continuous Move | A type of locomotion that smoothly moves the user by an amount over time. |
Action-based | The recommended type of input based on referencing the Actions and their controller bindings in the Input System. |
Device-based | An alternative type of input based on reading inputs from a InputDevice . |
Set up a basic scene for snap turn and teleportation
Before you follow the steps below, to streamline setup of Action-based behaviors, it is recommended that you install the Starter Assets sample and follow the steps for Configuring Preset Manager defaults to reduce the burden of configuring the Actions when using Action-based behaviors. Using Action-based behaviors is recommended; for more information, see Action-based vs Device-based behaviors.
1. Set up the XR Origin and input actions
To set up an XR Origin, click GameObject > XR > XR Origin (Action-based). This creates an XR Origin GameObject in the scene. You can set its Tracking Origin Mode to Device or Floor instead of using the default of the device. If there isn't any XR Interaction Manager in the scene, this command will also create one automatically on a GameObject. In addition, the Origin has two child GameObjects, LeftHand Controller and RightHand Controller, each having an XR Controller component to represent the two motion controllers.
For Action-based controllers, the Actions that you assign should use either the XR Controller (LeftHand) or XR Controller (RightHand) binding paths. For Device-based controllers, the Controller Node is set to Left Hand and Right Hand automatically.
For Action-based setup, make sure to add the Input Action Manager component, for example, to the Interaction Manager GameObject. If you installed the Starter Assets sample as recommended, you can add the XRI Default Input Actions from the Samples folder to the Action Assets field of Input Action Manager. This will enable Action-based inputs with the provided defaults. Alternatively, you can create and use your customized Input Actions and controller bindings.
2. Add snap turn and teleportation capabilities
On the XR Origin GameObject, add a Locomotion System, a Snap Turn Provider, and a Teleportation Provider.
To set up snap turn, you need to configure the Snap Turn Provider in the Inspector.
For Action-based, set Left Hand Snap Turn Action and/or Right Hand Snap Turn Action to Vector 2 Control Type Actions with bindings for your desired inputs.
For Device-based, set the Controllers list to contain one or both XR Controller GameObjects created in the previous step in order for their inputs to trigger a snap turn. For a controller with a joystick, the Turn Input Source field should be Primary 2D Axis.
3. Create teleportation interactables
From Unity's main menu, click GameObject > XR > Teleportation Area or GameObject > XR > Teleportation Anchor to create a plane that can be teleported to. a Teleportation Area teleports users to their pointed location on its child collider, whereas a Teleportation Anchor specifies a pre-determined position and/or rotation in addition to the Teleportation Area.
If you followed steps 1-3, you should have a basic scene with the ability to perform snap turn and teleportation with your controllers. The following steps provide additional details on changing the visuals of the XR Ray Interactor.
4. Configure line type
The XR Ray Interactor was added by default to the LeftHand Controller and RightHand Controller GameObjects when creating the XR Origin from the menu. Under its Raycast Configuration includes three default options of Line Type that can be used to select interactables:
- Straight Line
- Projectile Curve
- Bezier Curve
These options are described below.
Straight Line
If you select the Straight Line option, the XR Ray Interactor performs a single ray cast into the scene with a ray length set by the Max Raycast Distance property. The image above shows the configuration options.
Property | Description |
---|---|
Max Raycast Distance | The distance to be ray cast into the scene. |
Projectile Curve
If you select the Projectile Curve option, the XR Ray Interactor samples the trajectory of a projectile to generate a projectile curve. You can use the angle of the Controller to control the distance of the landing point. When you lift your Controller, the landing point first goes further away, then comes closer if you keep lifting the Controller.
The Projectile Curve option is recommended for use in teleportation scenarios.
Property | Description |
---|---|
Reference Frame | The reference frame of the projectile. If you don't set this, the XR Ray Interactor attempts to use the local XR Origin, which makes the curve always go up then down in the tracking space. If the XR Origin doesn't exist, the curve rotates with the Controller. |
Velocity | Initial velocity of the projectile. Increase this value to make the curve reach further. |
Acceleration | Gravity of the projectile in the reference frame. |
Additional FlightTime | Additional flight time after the projectile lands. Increase this value to make the endpoint drop lower in height. |
Sample Frequency | The number of sample points of the curve. Higher numbers offer better quality. |
Bezier Curve
In addition to its start point, the Bezier Curve uses a control point and an end point. The start point is the position of the Attach Transform of the XR Ray Interactor. Both the Projectile Curve and the Bezier Curve use the reference frame of the Origin unless otherwise set by the user.
Property | Description |
---|---|
End Point Distance | Define how far away the end point is from the start point. Increase the value to increase the distance. |
End Point Height | Define how high the end point is in relation to the start point. Increase this value to increase the height. |
Control Point Distance | Define how far away the peak of the curve is from the start point. Increase this value to increase the distance. |
Control Point Height | Define how high the peak of the curve is in relation to the start point. Increase this value to increase the height. |
Sample Frequency | Define the number of sample points the curve has. Higher numbers offer better quality. |
5. Set line visual
The XR Interactor Line Visual provides additional options to customize the appearance of the XR Ray Interactor for teleportation and other interactions. It requires the Line Renderer component and uses line points from the XR Ray Interactor.
Property | Description |
---|---|
Line Width | The width of the line, in centimeters. |
Width Curve | The relative width of the line from start to end. |
Valid Color Gradient | When the line hits any collider of a valid target, it changes to this color gradient. |
Invalid Color Gradient | When the line hits an invalid target, it changes to this color gradient. |
Override Line Length | If you enable this option, the line visual can have a different length from the underlying ray cast. |
Line Length | If the Override Line Length option is enabled, this field sets the rendered length of the line. This length can't be longer than the ray cast distance. |
Smooth Movement | If enabled, the rendered line is delayed from and smoothly follows the ray cast line. |
Reticle | The GameObject to visualize the destination of Teleportation. |
Architecture
The Locomotion System is responsible for managing one XR Origin. The XR Origin handles the user's position in Unity world space. The Locomotion System can restrict access to the XR Origin while Locomotion Providers are moving it.
For example, at the request of the Teleportation Provider, the Locomotion System locks the XR Origin while in a Teleport action. This ensures that the user can't do another action, such as snap turning or teleporting again, while the current action is active.
After the Teleport has finished, the Teleportation Provider relinquishes the exclusive lock on the system and allows other Locomotion Providers to influence the XR Origin.
Locomotion Providers can modify the XR Origin without taking exclusive access if necessary. However, before you give a Locomotion Provider non-exclusive access to the XR Origin, you should always check to see if the Locomotion System is busy before it makes any changes to the XR Origin.
The overall flow of a Locomotion request is as follows:
- The Locomotion Provider checks to see if the Locomotion System is currently busy.
- If not, the Locomotion Provider requests exclusive access to the Locomotion System.
- If the request is successful, the Locomotion Provider moves the XR Origin.
- When the Locomotion Provider has finished modifying the user's position and/or rotation, the Locomotion Provider relinquishes exclusive access to the Locomotion System.
If the Locomotion System is busy, or the Locomotion Provider is unable to gain exclusive access to the Locomotion System, the Locomotion Provider shouldn't modify the Locomotion System's XR Origin.
XR Origin
The Locomotion System uses the XR Origin as the anchor for the user.
Before detailing the options on the XR Origin component, it's important to understand the recommended hierarchy of GameObjects to support the interactions.
The image below shows the XR Origin component.
Property | Description |
---|---|
Origin Base Game Object | Indicates which GameObject acts as the Transform from tracking space into world space. In the recommended hierarchy, this is the XR Origin GameObject. |
Camera Floor Offset Object | Sets which GameObject has a vertical offset applied if the device tracking origin doesn't contain the user's height. |
Camera Game Object | Indicates which GameObject holds the user's Camera. This is important because the user's Camera might not be at the origin of the tracking volume. In the suggested hierarchy, this is the Camera GameObject. |
Tracking Origin Mode | Sets the desired tracking origin used by the application. |
Camera Y Offset | The number of world space units by which the GameObject specified by the Camera Floor Offset Object is moved up vertically if the device tracking origin doesn't contain the user's height. |
Locomotion System
The Locomotion System is a MonoBehaviour that acts as the arbitrator for Locomotion Provider access to an XR Origin.
The following is an image of the Locomotion System component:
Property | Description |
---|---|
Timeout | Controls the maximum amount of time a single Locomotion Provider can keep exclusive access of the Locomotion System. By default, the value is set to 10 seconds. |
XR Origin | Selects which XR Origin this Locomotion System will control. You can have as many Locomotion Systems and XR Origins in your scene as necessary. By default, it will find the object of type XR Origin in the scene. |
As a best practice, the Locomotion System should be located on the XR Origin GameObject. For more information, see the recommended hierarchy setup for interaction.
Locomotion Providers
Locomotion Providers implement different types of locomotion. The package supplies multiple Locomotion Providers: the Teleportation Provider, the Snap Turn Provider, the Continuous Turn Provider, and the Continuous Move Provider, all of which implement the LocomotionProvider
abstract class. These are discussed in more detail in the sections below.
The LocomotionProvider
class provides a simple interface to request and relinquish exclusive access to the configured LocomotionSystem. If no LocomotionSystem
class is configured, the Locomotion Provider attempts to find a Locomotion System in the current scene(s).
To request exclusive access to the Locomotion System, use the BeginLocomotion
method. To relinquish access to the Locomotion System, use the EndLocomotion
method. The implementation of Locomotion Provider must call these methods as appropriate, and relinquish its access when it has finished interacting with the Locomotion System.
Use the CanBeginLocomotion
method to check if the Locomotion System is currently in exclusive mode before attempting to call BeginLocomotion
to acquire it.
The LocomotionProvider
abstract class also providers two events:
startLocomotion
is invoked on a successful call toBeginLocomotion
.endLocomotion
is invoked on a successful call toEndLocomotion
.
Teleportation
The package provides a simple implementation of teleportation that also demonstrates how to implement complex locomotion scenarios using the LocomotionProvider
and LocomotionSystem interfaces.
The Teleportation Provider inherits from the LocomotionProvider
abstract class. The Teleportation Provider is responsible for moving the Origin to the desired location on the user's request.
This implementation has two types of teleportation destinations: a Teleportation Area and a Teleportation Anchor. These are discussed in more detail below. In short:
Teleportation Areas allow the user to choose a location on a surface that they wish to teleport to.
Teleportation Anchors teleport the user to a pre-determined specific position and/or rotation that they specify. Techinically, it functions like the Teleportation Area but has the additional anchor functionality.
Both types of teleportation destinations are implemented on top of the XR Interaction system using the BaseTeleportationInteractable
as the starting point for shared code.
The XR Interaction system also provides various line rendering options. For more information, see documentation for the XR Interactor Line Visual and the XR Interactor Reticle Visual.
Teleportation Provider
The Teleportation Provider Component implements the LocomotionProvider
abstract class. You can have as many instances of the Teleportation Provider Component in your scene as you need. However, in most cases, a single instance is enough. As a best practice, place this instance on the XR Origin GameObject.
The following image shows the Teleportation Provider MonoBehaviour.
The System field should reference the Locomotion System MonoBehaviour that you want the teleportation provider to interact with. If you don't specify a Locomotion System, the provider attempts to find one in the current scene.
Teleportation Area Interactable
The Teleportation Area Interactable is a specialization of the BaseTeleportInteractable
class. It allows the user to select any location on the surface as their destination.
The Teleportation Area Interactable is intended to be used by the XR Ray Interactor or any of its specializations. It uses the intersection point of the ray and the area's collision volume to determine the location that the user wants to teleport to. The Teleportation Area Interactable has a specialized implementation of the GenerateTeleportRequest
method, which generates a teleportation request that is queued with the Teleportation Provider.
The following image shows an example of a portion of the Teleportation Area Interactable as it appears in the Inspector:
The properties on the Teleportation Area Interactable are similar to other Interactables. The table below only covers the elements that support teleportation.
Property | Description |
---|---|
Match Orientation | Specifies how to orient the Origin after teleportation. You can choose from the following options:
|
Teleport Trigger | Specifies whether the teleportation triggers when the user enters or exits the selection. |
Teleportation Provider | Indicates which Teleportation Provider this Interactable communicates with. If a Teleportation Provider is not configured, the Interactable attempts to find a Teleportation Provider in the current scene(s). |
Match Orientation is used to specify how the rotation of the XR Origin changes when teleporting.
- If your application does not rotate the Origin in any way, and you always want the Origin's up vector to match World Space's Up vector, use the World Space Up option.
- If you want the user to be able to stand on a ceiling, wall, or other tilted surface, and have them rotate to match so that the ceiling or wall feels like their new floor, select Target Up instead. The Origin will match the up vector of the Transform that the Teleportation Area component is attached to.
- If you want to point the user in a very specific direction when they arrive at a target, select Target Up And Forward. This will match the Origin's rotation to the exact rotation of the Transform that a Teleportation Area is attached to.
- If you do not want a teleport to change the rotation in any way, and you want the user to retain the same rotation before and after a teleport, select None. If your entire application is oriented at a 45 degree angle, for instance, you can rotate the Origin's root Transform and set all teleport targets to
MatchOrientation.None
.
Teleportation Anchor Interactable
The Teleportation Anchor is a specialization of the BaseTeleportInteractable
class that allows the user to teleport to an anchor location by selecting the anchor or an area around it.
The Teleportation Anchor Interactable is intended to be used by the XR Ray Interactor or any of its specializations. It uses the intersection point of the ray and the area's collision volume to determine the location that the user wants to teleport to. The Teleportation Anchor Interactable has a specialized implementation of the GenerateTeleportRequest
method, which generates a teleportation request that is queued with the Teleportation Provider.
The following image shows an example of a portion of the Teleportation Anchor Interactable as it appears in the Inspector:
The properties on the Teleportation Anchor Interactable are similar to the Teleportation Area Interactable. This documentation only covers new elements.
The Teleport Anchor Transform field defines the transform that the Origin teleports to when the user teleports to this anchor. It uses both the position and the rotation of the anchor, depending on which Match Orientation is selected.
Snap Turn Provider
The package provides an example implementation of a Snap Turn Provider. A snap turn means the Orgin rotates by a fixed amount when the application receives a configured input (for example, a joystick is moved to the left, or a D-pad is pressed to the right).
It is recommended that you use the Action-based variant instead of the Device-based variant to take advantage of the benefits that the Input System package provides.
Action-based
The following image shows an example of the Snap Turn Provider (Action-based).
Property | Description |
---|---|
System | The Locomotion System that this locomotion provider will communicate with for exclusive access to an XR Origin. If one is not provided, the system will attempt to locate one during its Awake call. |
Turn Amount | Specify by how many degrees the Origin will rotate around the Y axis during each snap turn. |
Debounce Time | Specify how much time must pass after a successful snap turn before the user can trigger a second snap turn. |
Enable Turn Left Right | Controls whether to enable left and right snap turns. |
Enable Turn Around | Controls whether to enable 180° snap turns. |
Left Hand Snap Turn Action | The Action that will be used to read input from the left hand controller. |
Right Hand Snap Turn Action | The Action that will be used to read input from the right hand controller. |
Device-based
The following image shows an example of the Snap Turn Provider (Device-based).
Property | Description |
---|---|
System | The Locomotion System that this locomotion provider communicates with for exclusive access to an XR Origin. If none is provided, the behavior will attempt to locate one during its Awake call. |
Turn Input Source | The 2D Input Axis on the controller devices that will be used to trigger a snap turn. |
Controllers | Each element in the controllers list is a reference to an XR Controller that provides device inputs to trigger snap turning. |
Turn Amount | Specify by how many degrees the Origin will rotate around the Y axis during each snap turn. |
Dead Zone | The controller needs to move more than the amount you specify in this field to be able to trigger a snap turn. |
Enable Turn Left & Right | Controls whether to enable left and right snap turns. |
Enable Turn Around | Controls whether to enable 180° snap turns. |
Activation Timeout | Specify how much time must pass after a successful snap turn before the user can trigger a second snap turn. |
Continuous Turn Provider
The package provides an example implementation of a Continuous Turn Provider. Continuous turning, as opposed to snap turning by discrete angles, smoothly rotates the Origin by an amount over time when the application receives a configured input (for example, a joystick is tilted to the right).
It is recommended that you use the Action-based variant instead of the Device-based variant to take advantage of the benefits that the Input System package provides.
Action-based
The following image shows an example of the Continuous Turn Provider (Action-based).
Property | Description |
---|---|
System | The Locomotion System that this locomotion provider will communicate with for exclusive access to an XR Origin. If one is not provided, the system will attempt to locate one during its Awake call. |
Turn Speed | The number of degrees/second clockwise to rotate when turning clockwise. |
Left Hand Turn Action | The Action used to read input from the left hand controller. |
Right Hand Turn Action | The Action used to read input from the right hand controller. |
Device-based
The following image shows an example of the Continuous Turn Provider (Device-based).
Property | Description |
---|---|
System | The Locomotion System that this locomotion provider will communicate with for exclusive access to an XR Origin. If one is not provided, the system will attempt to locate one during its Awake call. |
Turn Speed | The number of degrees/second clockwise to rotate when turning clockwise. |
Input Binding | The 2D Input Axis on the controller devices that will be used to trigger turning. |
Controllers | Each element in the controllers list is a reference to an XR Controller that provides device inputs to trigger turning. |
Deadzone Min | Value below which input values will be clamped. After clamping, values will be renormalized to [0, 1] between min and max. |
Deadzone Max | Value above which input values will be clamped. After clamping, values will be renormalized to [0, 1] between min and max. |
Continuous Move Provider
The package provides an example implementation of a Continuous Move Provider. Continuous moving, as opposed to teleporting, smoothly translates the Origin by an amount over time when the application receives a configured input (for example, a joystick is tilted forward).
The Forward Source can be used to define which direction the Origin should move when, for example, pushing forward on a joystick. By default, it will use the Camera Object, meaning the user will move forward in the direction they are facing. An example of how this property can be used is to set it to a Transform that tracks the pose of a motion controller to allow the user to move forward in the direction they are holding the controller.
If a Character Controller is present on the Origin, this Continuous Move Provider will move the Origin using CharacterController.Move
rather than directly translating the Transform of the Origin.
It is recommended that you use the Action-based variant instead of the Device-based variant to take advantage of the benefits that the Input System package provides.
Action-based
The following image shows an example of the Continuous Move Provider (Action-based).
Property | Description |
---|---|
System | The Locomotion System that this locomotion provider will communicate with for exclusive access to an XR Origin. If one is not provided, the system will attempt to locate one during its Awake call. |
Move Speed | The speed, in units per second, to move forward. |
Enable Strafe | Controls whether to enable strafing (sideways movement). |
Use Gravity | Controls whether gravity affects this provider when a Character Controller is used. |
Gravity Application Mode | Controls when gravity begins to take effect. |
Forward Source | The source Transform to define the forward direction. |
Left Hand Move Action | The Action that will be used to read input from the left hand controller. |
Right Hand Move Action | The Action that will be used to read input from the right hand controller. |
Device-based
The following image shows an example of the Continuous Move Provider (Device-based).
Property | Description |
---|---|
System | The Locomotion System that this locomotion provider will communicate with for exclusive access to an XR Origin. If one is not provided, the system will attempt to locate one during its Awake call. |
Move Speed | The speed, in units per second, to move forward. |
Enable Strafe | Controls whether to enable strafing (sideways movement). |
Use Gravity | Controls whether gravity affects this provider when a Character Controller is used. |
Gravity Application Mode | Controls when gravity begins to take effect. |
Forward Source | The source Transform to define the forward direction. |
Input Binding | The 2D Input Axis on the controller devices that will be used to trigger moving. |
Controllers | Each element in the controllers list is a reference to an XR Controller that provides device inputs to trigger moving. |
Deadzone Min | Value below which input values will be clamped. After clamping, values will be renormalized to [0, 1] between min and max. |
Deadzone Max | Value above which input values will be clamped. After clamping, values will be renormalized to [0, 1] between min and max. |
Character Controller Driver
You can use the Character Controller Driver to drive the height of a Character Controller on the Origin upon locomotion events emitted by, for example, a Continuous Move Provider. This can allow for the capsule collider of the Origin (that is, the user) to be automatically resized when the user crouches down or stands up and tries to move with a joystick. This can be useful, together with other Collider objects, to constrain the user from moving forward unless their head would be lower than an obstacle, for instance.
Use the Min Height and Max Height properties to clamp the height of the Character Controller that this behavior sets, in order to prevent unwanted extremes. It might be useful to set an upper limit as a quality of life improvement for extremely tall users so the Character Controller can fit through the scene at a typical standing height without forcing the user to lower their head.
The following image shows an example of the Character Controller Driver.
Property | Description |
---|---|
Locomotion Provider | The Locomotion Provider object to listen to. |
Min Height | The minimum height of the character's capsule that this behavior will set. |
Max Height | The maximum height of the character's capsule that this behavior will set. |
Document revision history
Date | Reason |
---|---|
February 14, 2022 | Documentation updated to match package version 2.0.0. |
May 12, 2021 | Documentation updated for changes to tracking origin mode on the XR Origin. Matches package version 1.0.0-pre.4. |
January 10, 2020 | Documentation fixes, adds revision history. |
October 20, 2020 | Added continuous locomotion and updated for Inspector changes. Matches package version 0.10.0. |