2023 Unity VR Basics – XR Interaction Group

Fist Full of Shrimp
26 Aug 202303:32

Summary

TLDRIn this tutorial, the focus is on managing multiple interactors in XR development using the XR Interaction Group. The video explains how to set priorities among interactors like direct, Ray, and poke interactors. It demonstrates configuring the XR Interaction Group to determine which interactor takes precedence, ensuring a smooth user interaction experience. The tutorial also covers setting up interaction groups for both left and right controllers and emphasizes the importance of naming groups correctly as per the interaction manager's expectations.

Takeaways

  • 🎮 The tutorial discusses managing multiple interactors in a game environment using the XR Interaction Group.
  • 👉 The XR Interaction Group allows developers to set priorities among different interactors like grab, ray, and poke interactors.
  • 🛠️ The script explains how to set up the XR Interaction Group by adding interactors as starting group members.
  • 🔄 The default priority is set by the order in which interactors are added to the group, but this can be overridden.
  • 🎯 The Poke interactor is given higher priority over the direct interactor in this tutorial setup.
  • 👌 The direct interactor is set to override the ray interactor to manage interaction priority effectively.
  • 📝 The group name for the XR Interaction Group must be 'left', 'right', or 'center', as specified by the interaction manager's code.
  • 🔍 The tutorial suggests reviewing the code for a better understanding of how the XR Interaction Group works.
  • 🖥️ The script demonstrates how to ensure that the interaction manager is correctly set up for both left and right controllers.
  • 🕹️ The final test in the scene confirms that the interactors work as expected with the correct priority overrides in place.

Q & A

  • What is the primary issue discussed in the tutorial?

    -The tutorial discusses the problem of determining which interactor has priority when interacting with multiple game objects.

  • What is the solution presented to manage interactor priority?

    -The solution presented is the XR Interaction Group, which allows the user to decide which interactor has priority over others.

  • What types of interactors are mentioned in the script?

    -The interactors mentioned are Grab Interactables, XR Direct Interactor, Ray Interactor, and Poke Interactor.

  • How are the interactors set up to work with different interaction types?

    -The interactables are set to work with both 'interactable' and 'interactable ignore race' so they can work with Ray and Grab interactors.

  • What is the default priority setting for the interactors in the XR Interaction Group?

    -By default, the interactor that comes first in the starting group has priority over the others.

  • How can the priority of interactors be changed within the XR Interaction Group?

    -The priority can be changed by using the 'override' option to set which interactor has priority over another within the group.

  • What is the significance of the group name in the XR Interaction Group?

    -The group name is significant because it determines which interaction group is pulled out by the interaction manager, and it is expected to be 'left', 'right', or 'center'.

  • Why is it important to set up the XR Interaction Group for both the left and right hands?

    -It is important to set up the XR Interaction Group for both hands to ensure consistent interaction behavior and priority management for both controllers.

  • How does the XR Interaction Manager know which interaction group to use?

    -The XR Interaction Manager uses the group name ('left', 'right', or 'center') to determine which interaction group to use.

  • What is the purpose of the interaction manager in the context of the tutorial?

    -The interaction manager is used to manage and coordinate the interactions between different interactors and game objects, ensuring that the correct interactor is active based on the set priorities.

Outlines

00:00

🤖 Prioritizing Interactors with XR Interaction Group

The tutorial begins by addressing the challenge of managing multiple interactors in XR development. The presenter introduces the XR Interaction Group as a solution to prioritize interactors such as grab interactables, direct interactor, Ray interactor, and poke interactor. The process of setting up the XR Interaction Group is explained step-by-step, starting with adding group members and configuring their priority. The presenter demonstrates how to override the default priority settings to ensure that the poke interactor has the highest priority, followed by the direct interactor, and then the Ray interactor. The importance of naming the group correctly, either 'left', 'right', or 'center', is emphasized to ensure compatibility with the interaction manager. The tutorial concludes with a live demonstration of the scene, showing how the interactors now function with the new priority settings, allowing for more intuitive and direct interactions with game objects.

Mindmap

Keywords

💡Interactors

Interactors in the context of the video refer to the various types of input mechanisms that interact with virtual objects in an XR (Extended Reality) environment. They are crucial for user interaction within the virtual space. The video discusses how to manage multiple interactors to ensure a seamless user experience. For example, the script mentions 'grab interactables' and 'poke interactor,' which are specific types of interactors used for different interaction scenarios.

💡XR Interaction Group

The XR Interaction Group is a concept introduced in the video to manage the priority and interaction of different interactors. It is a system that allows developers to set which interactor should take precedence in certain situations, thus avoiding conflicts. The video demonstrates how to set up an XR Interaction Group by adding interactors like 'direct interactor,' 'Ray interactor,' and 'poke interactor' to it.

💡Priority

In the script, 'priority' is used to describe the order in which interactors are considered for interaction. The XR Interaction Group allows developers to set the priority of interactors, ensuring that the most relevant or direct interaction takes place first. For instance, the video explains how the 'poke interactor' might be given higher priority over the 'direct interactor' based on the interaction's directness.

💡Grab Interactable

A 'grab interactable' is a virtual object that can be interacted with using a 'grab' action, typically by a controller in an XR environment. The video discusses how these interactables are set up to work with both 'interactable' and 'interactable ignore race' settings, allowing them to be used with different types of interactors, such as 'Ray interactors' and 'grab interactors.'

💡Poke Interactable

The 'poke interactable' is a specific type of interactable designed to respond to 'poke' interactions, which are usually less direct than grabs or rays. In the video, it is used to demonstrate how different types of interactions can be managed within the XR Interaction Group, ensuring that the poke action can override other interactions when appropriate.

💡Ray Interactor

A 'Ray interactor' is an interactor that uses a ray (a line extending from the user's point of view or controller) to interact with objects in the XR environment. The video explains how the Ray interactor can be set up to work alongside other interactors and how its priority can be managed within the XR Interaction Group.

💡Direct Interactor

The 'direct interactor' is an interactor that allows for direct interaction with objects in the XR environment, often through physical contact模拟 or proximity. The video discusses how the direct interactor can take precedence over other types of interactors, such as the Ray interactor, based on the priority settings configured within the XR Interaction Group.

💡Interaction Manager

The 'Interaction Manager' is a component that oversees and manages all interactions within an XR environment. The video mentions how the Interaction Manager is used to pull out the correct interaction group based on the group name, which is expected to be 'left,' 'right,' or 'center.' It is a crucial part of the system that ensures the correct interactors are active at the right time.

💡Override

In the context of the video, 'override' refers to the action of setting a specific interactor to take priority over another within the XR Interaction Group. This is demonstrated when the video explains how the 'poke interactor' can be set to override the 'direct interactor,' and the 'direct interactor' can override the 'Ray interactor,' based on the developer's preference for interaction priority.

💡Group Name

The 'group name' in the video refers to the identifier used by the Interaction Manager to select the appropriate XR Interaction Group. The script specifies that the group name should be 'left,' 'right,' or 'center,' aligning with the controller's position or role. This naming convention is important for organizing and managing multiple interaction groups within an XR application.

Highlights

Introduction to the problem of prioritizing interactors in XR interactions.

The XR Interaction Group is introduced as a solution for managing interactor priority.

Explanation of grab interactables set to work with both interactable and interactable ignore race.

Mention of the Poke interactable and its compatibility with the poke interactor.

Organization of interactors using the XR Interaction Group.

Instructions on creating an XR Interaction Group for the left hand controller.

Default priority settings in the XR Interaction Group.

Customizing priority by overriding interactor order.

Setting the group name to correspond with the interaction manager.

Requirement for group names to be 'left', 'right', or 'center'.

Instructions on setting up the XR Interaction Group for the right hand controller.

Activation of the ray interactor for the right hand.

Ensuring the XR Interaction Manager is connected to the controllers.

Demonstration of the scene with prioritized interactors in action.

Observation of the direct interactor taking priority over the ray interactor.

Confirmation that the poke interactor still functions and overrides the ray interactor.

Conclusion and call to action for Patreon members.

Closing remarks and sign-off for the tutorial.

Transcripts

play00:00

over the past few tutorials we've

play00:02

actually gained quite a few interactors

play00:04

and there's kind of a problem with that

play00:06

see when we're interacting with these

play00:08

game objects how do we know which one

play00:10

has priority well luckily today we're

play00:12

gonna go over the XR interaction Group

play00:14

which will give us the power to decide

play00:16

who has a priority over the other so

play00:19

let's hop in the first things I wanted

play00:20

to point out are the grab interactables

play00:23

that we have here and I have them all

play00:24

set to both interact with the

play00:26

interactable and interactable ignore

play00:28

race so it'll work with our Ray

play00:30

interactors as well as our grab

play00:32

interactors but I also have the Poke

play00:34

interactable here if you remember from

play00:36

the Poke video and that will be used for

play00:38

well our poke interactor so how are we

play00:41

going to organize all these interactors

play00:44

that we have so we have the XR direct

play00:46

interactor Ray interactor and poke

play00:48

interactor and the answer is the XR

play00:50

interaction group so if we go to the

play00:52

left hand controller we can just type in

play00:54

xar interaction group press enter and we

play00:57

will be given this and right now it

play01:00

start asking for starting group members

play01:02

so I'm going to go ahead and hit this

play01:04

three times and I am going to place

play01:06

these here

play01:08

and so you can see I have the direct

play01:10

interactor Ray interactor and poke

play01:12

interactor in place and if we scroll

play01:14

down we have a few options here

play01:17

currently how it's set up if we didn't

play01:19

decide to click override on any of these

play01:21

it would actually say whoever comes

play01:24

first in this starting group has

play01:25

priority over the other so it would say

play01:28

the direct interactor has priority over

play01:30

both the Ray and poke and also the Ray

play01:32

interactor has priority over the Poke

play01:34

but you know the way I like to set

play01:36

things up is based off of what has the

play01:38

most direct interaction with things for

play01:40

me I think the Poke interactor has

play01:42

higher priority over the direct

play01:44

interactor so I'm going to go ahead and

play01:45

have that over right there and then I

play01:47

will have the direct interactor override

play01:50

the ray interactor now the last thing

play01:52

it's going to ask for here is the group

play01:54

name so this group name is going to be

play01:57

how it pulls out which interaction group

play02:00

we're using from the interaction manager

play02:02

and so we can't just type anything here

play02:04

it's expecting left or right or Center

play02:07

and I actually found that out by diving

play02:08

into the code and you can see that here

play02:10

in the code right here and you might

play02:12

want to go over the code yourself they

play02:13

actually have a very nice summary of how

play02:15

all of this works and if you see here

play02:17

yes it's saying left right or Center is

play02:20

what it's expecting for the group names

play02:22

now let's make sure that we're doing

play02:24

this for the right hand and I have the

play02:26

ray interactor not active for the right

play02:27

hand right now so I'm going to activate

play02:29

that again and then again I'm just going

play02:31

to go XR interaction group and I am

play02:33

going to zoom right through this really

play02:34

quickly

play02:36

all right there we are and you know what

play02:38

it should grab the XR interaction

play02:40

manager when it boots up but just to be

play02:43

safe I'm gonna go ahead and drag the

play02:44

interaction manager here and then go

play02:46

back to my left hand controller and drag

play02:48

it there

play02:50

all right let's boot up the scene and

play02:51

see what we have now building up the

play02:53

scene you can see I can grab objects

play02:55

with the ray still but when I get close

play02:57

to it with the direct interactor it

play02:59

actually turns off the Ray and I can

play03:01

still pick up the cube so that's the

play03:03

override working there and then when I

play03:05

go over here to poke the Poke still

play03:07

works and also turns off the ray so

play03:09

there we are that is the XR interaction

play03:12

group so yeah a quick little tutorial

play03:15

let me know how you end up using the XR

play03:17

interaction group into my patreon

play03:20

members thank you as always for keeping

play03:22

me afloat and I'll see you in the next

play03:24

one bye-bye

play03:27

foreign

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Ähnliche Tags
XR InteractionGame DevelopmentInteractive DesignVirtual RealityController SetupPriority SystemRay InteractorPoke InteractorDirect InteractorInteraction Manager
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