I cannot figure out how to get the input event from the quest controller.
For first person i can use the xr Tools predefined hand tscn and adjust the lines.
But if i play around with 3rd person jump n run i cannot use it because it is constructed to be used with the xrorigin node so it will not work for movement of external Objekt.
I tried to understand how xrcontroller 3d works but it is not similar to the input event listener iam used from non xr godot. And i cannot find any example code for simple xy axis or button press.
If you are just needing the Action Map in order to see what buttons do what here is the link to how to find that IF you are using the OpenXR Module and it is Enabled in your project:
It shows where the action map is and what the different buttons are etc and how to use them and get Inputs from them. Hope this helps!
Hi, thank you for quick answer.
I did See These, but not Sure about, how to handle it
As in Classic Godot i would Just have a Line ,
Sth Like
func _input(event):
if Input.is_action_just_pressed(“forward”):
print(“W key pressed”)
In the Script of the 3rd Person Player node
Here i am Not Sure, because the Reference says the xrcontroller is attached to the Controller node.
So i dont know , do i have to create an empty node to Simulate a virtual Controller and put the xrcontroller node there and Catch the Signal to handle the object movement. Or can i use in the Player node. And do i get the xrcontroller node assigned to the Player node like lets say an area3d to assign the Signals to the Script?
I have to damit i did Not use Signals a lot, only for GUI and area3d