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Version: 14 Oct 2024

Controller Input Values

Using Unity Input System, you can read Magic Leap 2's controller input directly using the InputAction.ReadValue<T>() method. View Unity's Documentation to learn more about Unity Input System Unity's Input System.

tip

You do not have to wait for the controller to connect to read values from the MagicLeapInputs.ControllersActions class.

Example

The script below enables the controller's input and debugs its Position, Rotation, Trigger, and Bumper values when the controller is connected.

using UnityEngine;

public class ExampleClass : MonoBehaviour
{
// This was autogenerated and allows developers to create a dynamic
// instance of an InputActionAsset which includes predefined action maps
// that correspond to all of the Magic Leap 2's input.
private MagicLeapInputs _magicLeapInputs;

// This class is an Action Map and was autogenerated by the Unity Input
// System and includes predefined bindings for the Magic Leap 2 Controller
// Input Events.
private MagicLeapInputs.ControllerActions _controllerActions;

void Start()
{
//Initialize the MagicLeapInputs like you would Unity's default action map.
_magicLeapInputs = new MagicLeapInputs();
_magicLeapInputs.Enable();
//Initialize the ControllerActions based off the Magic Leap Input
_controllerActions = new MagicLeapInputs.ControllerActions(_magicLeapInputs);
}

void Update()
{
//Only debug the values if the controller is connected.
if(_controllerActions.IsTracked.IsPressed()){
//Read the input values directly
Debug.Log("Position:" + _controllerActions.Position.ReadValue<Vector3>());
Debug.Log("Rotation:" + _controllerActions.Rotation.ReadValue<Quaternion>());
Debug.Log("Trigger:" + _controllerActions.Trigger.ReadValue<float>());
Debug.Log("Bumper:" + _controllerActions.Bumper.IsPressed());
Debug.Log("Touchpad1Position:" + _controllerActions.TouchpadPosition.ReadValue<Vector2>());
Debug.Log("Touchpad1Force:" + _controllerActions.TouchpadForce.ReadValue<float>());
}
}
}

See also