2023 Unity VR Basics – XR Interaction Group
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
🤖 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
💡XR Interaction Group
💡Priority
💡Grab Interactable
💡Poke Interactable
💡Ray Interactor
💡Direct Interactor
💡Interaction Manager
💡Override
💡Group Name
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
over the past few tutorials we've
actually gained quite a few interactors
and there's kind of a problem with that
see when we're interacting with these
game objects how do we know which one
has priority well luckily today we're
gonna go over the XR interaction Group
which will give us the power to decide
who has a priority over the other so
let's hop in the first things I wanted
to point out are the grab interactables
that we have here and I have them all
set to both interact with the
interactable and interactable ignore
race so it'll work with our Ray
interactors as well as our grab
interactors but I also have the Poke
interactable here if you remember from
the Poke video and that will be used for
well our poke interactor so how are we
going to organize all these interactors
that we have so we have the XR direct
interactor Ray interactor and poke
interactor and the answer is the XR
interaction group so if we go to the
left hand controller we can just type in
xar interaction group press enter and we
will be given this and right now it
start asking for starting group members
so I'm going to go ahead and hit this
three times and I am going to place
these here
and so you can see I have the direct
interactor Ray interactor and poke
interactor in place and if we scroll
down we have a few options here
currently how it's set up if we didn't
decide to click override on any of these
it would actually say whoever comes
first in this starting group has
priority over the other so it would say
the direct interactor has priority over
both the Ray and poke and also the Ray
interactor has priority over the Poke
but you know the way I like to set
things up is based off of what has the
most direct interaction with things for
me I think the Poke interactor has
higher priority over the direct
interactor so I'm going to go ahead and
have that over right there and then I
will have the direct interactor override
the ray interactor now the last thing
it's going to ask for here is the group
name so this group name is going to be
how it pulls out which interaction group
we're using from the interaction manager
and so we can't just type anything here
it's expecting left or right or Center
and I actually found that out by diving
into the code and you can see that here
in the code right here and you might
want to go over the code yourself they
actually have a very nice summary of how
all of this works and if you see here
yes it's saying left right or Center is
what it's expecting for the group names
now let's make sure that we're doing
this for the right hand and I have the
ray interactor not active for the right
hand right now so I'm going to activate
that again and then again I'm just going
to go XR interaction group and I am
going to zoom right through this really
quickly
all right there we are and you know what
it should grab the XR interaction
manager when it boots up but just to be
safe I'm gonna go ahead and drag the
interaction manager here and then go
back to my left hand controller and drag
it there
all right let's boot up the scene and
see what we have now building up the
scene you can see I can grab objects
with the ray still but when I get close
to it with the direct interactor it
actually turns off the Ray and I can
still pick up the cube so that's the
override working there and then when I
go over here to poke the Poke still
works and also turns off the ray so
there we are that is the XR interaction
group so yeah a quick little tutorial
let me know how you end up using the XR
interaction group into my patreon
members thank you as always for keeping
me afloat and I'll see you in the next
one bye-bye
foreign
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