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NRSDK(Old)
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v2.2.1
v2.2.1
  • NRSDK Fundamentals
    • NRSDK Overview
    • XREAL Devices
      • XREAL Glasses
      • Controller
      • Compatibility
    • Getting Started with NRSDK
    • Sample Code
    • Tutorials
    • Release Note
      • NRSDK 2.2.1
      • NRSDK 2.2.0
      • NRSDK 2.1.1
      • NRSDK 2.1.0
      • NRSDK 1.10.2
      • NRSDK 1.9.5
      • NRSDK 1.9.3
      • NRSDK 1.9.1
      • NRSDK 1.8.0
      • NRSDK 1.7.0
      • NRSDK 1.6.0
  • Development
    • Input and Camera
      • NRInput
      • Interact with Unity UI (Tutorial)
      • Customize Controller UI
      • NRCameraRig
    • Hand Tracking
    • Image Tracking
      • XREAL Markers
    • Plane Detection (Tutorial)
      • Overview
      • Import the package
      • Detect planes in the real world
      • Perform a hit test against detected planes
      • Add a car
      • Add gems
      • Wrap up
    • Depth Mesh
      • Meshing Manager Overview
      • Use Meshes in the Editor
      • Tutorial: Mesh Collision
    • Spatial Anchor
      • Mapping Example Scene
      • Tutorial: Halloween Treasure Hunt
        • Handle the Situation of Failed Anchor Saving
      • Tutorial: Sharing Anchors
        • Setting Up Photon
        • Cloud Storage: Firebase (optional)
        • Cloud Storage: Aliyun OSS (optional)
        • Implementing Cloud Save and Load
        • Sharing Anchors with Photon
    • Tools
      • Single Pass Stereo Rendering
      • First Person View
      • Emulator
      • XR Streaming
      • Dual Screen Display
    • Miscellaneous
      • Access RGB Camera
      • NRSDK Coordinate Systems
      • MRTK2 Integration
      • MRTK3 Integration
      • Notification popup
      • Reset Camera
      • Render Metrics
      • Render MonoMode(Obsolete)
  • API Reference
  • Frequently Asked Questions
  • Design Guide
    • Design Guide Overview
    • Displaying
    • Interacting
    • Controlling
    • Navigating
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  1. Design Guide

Controlling

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Last updated 1 year ago

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This section will explore mediums users can use to convert their thoughts and actions (input) into the mixed-reality world.

As of the current version, there is a 3 Degree-of-Freedom hand-held controller as well as the 6 Degree-of-Freedom head position gaze.

Phone as a 3 DoF Controller

You can use the phone as a 3 DoF controller that is essentially identical to the previously mentioned disk shaped 3 DoF controller. To make controlling even easier though, the phone utilizes its extra space for a few added swipe gestures.

  • Features

3 DoF (rotation) hand tracking

  • Suitable for most ray-based selection and manipulation, when the ray center does not need to be controlled by hand.

6 DoF head tracking-based ray center

  • You can translate and rotate the controller's ray center by moving your head.

Gestures compatible touchscreen

Gesture
Exemplar Use Case

Tap on trackpad

Select

Press and hold on trackpad

Manipulation (Drag)

Double tap on trackpad

Manipulation (Lock-on)

Tap on home (bottom) Swipe from either edge towards the center

Back a step

Long press on home (bottom)

Reset laser

Tap on app (top)

Ray reset

Swipe from left to right

Shuffling menu items to the right [on Hover] Rotating objects to face right [Locked-on] Enlarging objects

Swipe from right to left

Shuffling menu items to the left [on Hover] Rotating objects to face left [Locked-on] Shrinking objects

Swipe from bottom to top

Shuffling menu items to the top [on Hover] Rotating objects to face up [Locked-on] Moving objects further away

Swipe from top to bottom

Shuffling menu items to the bottom [on Hover] Rotating objects to face down [Locked-on] Moving objects closer

  • Feedbacks

Phone vibration

Common Use Case
Action
Vibration Count
Vibration Duration

On entering a selectable object

--

single

short

Select

On release

single

short

Step backwards

On release

double

short

Ray reset

On press

single

long

Returning to launcher

On hold On execution

single single

on hold short

Selecting an adjacent object trough swipe or click

On execution

single

short

Object manipulation via swipe or circle drawing

On finger movement

multiple

very short

Common visual feedback

  • on hover - possible feedbacks include subject enlargement, change in color, animation from static, and bounding box.

  • on select - possible feedbacks include subject pulsates in size, brightness, and bounding box color.

Common auditory feedback

  • on enter

  • on select

  • on step backwards

  • on ray reset

  • on manipulation through trackpad swipes

Gaze

Controlling with the position and direction that the user is facing. It is best to use gaze in coordination with controller methods to enhance user experience. However, on rare occasions where both of the user's hands are occupied, gaze can be used to provide a dependable way for targeting and selecting.

  • Features

6 DoF Head Tracking

  • Suitable for areal attention directing

6 DoF Head Tracking with vision center

  • Suitable for targeting during extremely light interactions

  • Suitable for targeting when both hands are not available

  • Feedbacks

Visual feedback

  • on areal attention - possible feedbacks include subject enlargement, coloration, and start of animation. This effect is created by including a "not looking" mode where the app is less pronounced when attention is not directed to it. Some apps can go to sleep when they leave attention for a given amount of time.

  • on enter - possible feedbacks include subject enlargement, change in color, animation from static, and bounding box.

  • on select - possible feedbacks include subject pulsates in size, brightness, and bounding box color.

on dwell select - display timer over vision center.

Auditory feedback

  • on enter

  • on select

XREAL Phone Controller