docs.unity3d.com
    Show / Hide Table of Contents

    Continuous Move Provider (Device-based)

    Locomotion provider that allows the user to smoothly move their rig continuously over time using a specified 2D axis input.

    DeviceBasedContinuousMoveProvider component

    Property Description
    System The LocomotionSystem that this LocomotionProvider communicates with for exclusive access to an XR Origin. If one is not provided, the behavior 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).
    Enable Fly Controls whether to enable flying (unconstrained movement). This overrides Use Gravity.
    Use Gravity Controls whether gravity affects this provider when a CharacterController is used. This only applies when Enable Fly is disabled.
    Gravity Application Mode Controls when gravity begins to take effect.
     Attempting Move Use this style when you don't want gravity to apply when the player physically walks away and off a ground surface. Gravity will only begin to move the player back down to the ground when they try to use input to move.
     Immediately Apply gravity and apply locomotion every frame, even without move input. Use this style when you want gravity to apply when the player physically walks away and off a ground surface, even when there is no input to move.
    Forward Source The source Transform that defines the forward direction.
    Input Binding The 2D Input Axis on the controller devices that will be used to trigger a move.
     Primary 2D Axis Use the primary touchpad or joystick on a device.
     Secondary 2D Axis Use the secondary touchpad or joystick on a device.
    Controllers A list of controllers that allow movement. If an XRController is not enabled, or does not have input actions enabled, movement will not work.
    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.
    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023