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Supported input schemes

● Desktop or Laptop PC

  • VR

    • VR Controllers

    • Gamepad

    • Eye Click

  • NonVR

    • Mouse and Keyboard

    • Gamepad

● Standalone VR Headset

  • VR

    • VR Controllers

    • Gamepad

    • Eye Click

● Smartphone or Tablet

  • VR (not supported on tablets)

    • Gamepad

    • Eye Click

  • NonVR

    • Touchscreen

    • Gamepad

VR Controllers

Controllers represented as holographic hands.

Press the trigger button to make the controller active. Active controller have a ray pointer to interact with the user interface.

 

 

By default only the trigger button is assigned.

During the first start of application you will be prompted to select your controllers model to load corresponding hotkeys profile. You can do it later in Hotkeys settings by pressing the "Load Profile" button or assign every button manually.

Gamepad

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You can interact with the UI via camera pointer and pressing the button assigned to Select action. By default it is X for PlayStation gamepad and A for Xbox gamepad.

If you don't see a camera pointer - make sure "Mouse pointer" is set to Auto or Hidden in Input settings.

Eye Click

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In VR mode aim at a selectable element and wait to Select it. Use this mode to interact with the UI without controllers. Make sure "Eye click" is enabled in Input settings.

Mouse and Keyboard

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As simple as it is. Mouse only works in NonVR mode. Make sure "Mouse Pointer" set to Auto or Visible in Input settings.

Touchscreen

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Touchscreen overlay controls are displayed on smartphones and tablets in NonVR mode. Available modes:

  • Auto - hide controls after 5 seconds of inactivity.

  • On - always show controls.

  • Off - controls are hidden. You can rotate the camera with swipes and select with taps (using camera pointer).

In VR mode you can select with a tap anywhere on screen (using camera pointer).

Input Settings

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  Controllers stabilization

Enables smoothing of controllers position and rotation at the cost of increased input lag. When smoothing enabled you are less prone to accidentally drag something instead of selecting.

Note: this setting is available only in VR mode.

 

  Ignore tracking state

Controllers are hidden then they report no tracking. Enabling this setting will ignore tracking state.

This is useful when 6DoF tracking is not available, but controllers support 3DoF tracking.

Note: this setting is available only in VR mode.

  Mouse pointer

You can interact with the UI via mouse pointer or camera pointer. Only one pointer can be active at any time. When the mouse pointer is visible - camera pointer is disabled.

This setting controls mouse pointer behavior:

  • Auto - hide mouse pointer after 5 seconds of inactivity.

  • Visible - mouse pointer always visible. Best for "Mouse and Keyboard" input scheme.

  • Hidden - mouse pointer always hidden. Best for "Gamepad" input scheme. Press Alt to reveal the mouse cursor.

Note: this setting is available only on desktop platforms in NonVR mode.

  Eye click

Enabling this setting will allow you to select UI elements without pressing any buttons.

Note: eye click works only in VR mode and without controllers.

  Axis deadzone

Saves you from drifting sticks and loose or oversensitive analog buttons. Available range from 0% to 25%.

 

  Camera rotation acceleration

Then you rotate the camera via hotkeys - it may be difficult to make small and accurate adjustments due to discrete keys or big deadzone. Enabling this setting makes small camera rotations easier and more accurate by reducing camera rotation speed at the beginning of rotation.

Hotkeys

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  Actions

Application have different actions that can be triggered via hotkeys.

Actions are grouped in action maps. First action map (called "Application") is global and works everywhere. Remaining action maps only enabled in corresponding places in application.

Actions can have many bindings.
 

  Bindings

Binding is a hotkey assigned to action.

Action is triggered when the assigned hotkey is pressed or actuated. There are 2 types of bindings: button and axis. Then assigning axis binding - all buttons are ignored and vice-versa.

 

Bindings divided per device groups. Hotkeys panel will show only available device groups. You can select the current device group to display bindings for that group and save and load profiles.

When assigning hotkeys you can only use devices from the selected device group and rest is ignored. Some bindings are reserved and can't be modified or deleted. Some bindings are tinted red when no devices for these bindings are connected (eg: when different VR controllers connected or one of controllers got disconnected).

Each binding can have up to 2 modifiers assigned.

 

  Modifiers

Modifiers are global actions used to reuse the same hotkeys for different actions.

There are two modifiers: Modifier 1 and Modifier 2.

Action will be triggered only then binding has all of its modifiers pressed and other modifiers are released.

  Example 1:

Modifier 1: Shift

Modifier 2: Alt Mute: M

Recenter: Shift + R Exit: Alt + Shift + Q

 

Mute can be triggered when M is pressed and Shift and Alt is released. Recenter can be triggered when R and Shift is pressed and Alt is released. Exit can be triggered when Q, Alt and Shift is pressed.

  Example 2:

Modifier 1: Shift, Ctrl Mute: Shift + M

 

Mute can be triggered when M is pressed and Shift or Ctrl or both is pressed.

Note: when multiple hotkeys are assigned to modifiers - only the first one is displayed for other actions using that modifier.

 

  Example 3:

Modifier 1: <none> Mute: Modifier 1 + M

 

Mute can be triggered when M is pressed and Modifier 1 is triggered through other devices (eg: gamepad).

Note: if the current device has no hotkeys assigned to modifiers, other actions will display the modifier name instead.

Profiles

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Profiles contain bindings for one device group. Several profiles for various devices and VR controllers are included.

You can't edit embedded profiles, but you can load, modify and then save them as new profiles.

When you load profile - all bindings for current device group are erased (except reserved bindings) then bindings from selected profile added.

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