A spatial node representing a spatially-tracked controller.
This is a helper spatial node that is linked to the tracking of controllers. It also offers several handy passthroughs to the state of buttons and such on the controllers.
Controllers are linked by their ID. You can create controller nodes before the controllers are available. If your game always uses two controllers (one for each hand), you can predefine the controllers with ID 1 and 2; they will become active as soon as the controllers are identified. If you expect additional controllers to be used, you should react to the signals and add XRController3D nodes to your scene.
The position of the controller node is automatically updated by the XRServer. This makes this node ideal to add child nodes to visualize the controller.
As many XR runtimes now use a configurable action map all inputs are named.
get_tracker_hand ( ) const
Emitted when a button on this controller is pressed.
Emitted when a button on this controller is released.
Emitted when a thumbstick or thumbpad on this controller is moved.
Emitted when a trigger or similar input on this controller changes value.
The degree to which the controller vibrates. Ranges from
1.0 with precision
.01. If changed, updates XRPositionalTracker.rumble accordingly.
This is a useful property to animate if you want the controller to vibrate for a limited duration.
Returns a Vector2 for the input with the given
name. This is used for thumbsticks and thumbpads found on many controllers.
TrackerHand get_tracker_hand ( ) const
Returns the hand holding this controller, if known. See TrackerHand.
Returns a numeric value for the input with the given
name. This is used for triggers and grip sensors.
true if the button with the given
name is pressed.