XR Rig Prefab

XR Rig is a Unity prefab that provides the basic structure for representing the XR user virtual appearance. Its responsibility is to track the position of the virtual head and hands, as well as to manage the update cycle for all related XR features that require tracking of the mentioned nodes—camera, interaction pointers, controller input, finger interactions, and more.

Prefab Variants

The Telerik XR Core package provides the most simplified version of the rig hierarchy containing only the core functionalities. If you need additional features integrated within the rig hierarchy, you may check some of the prefab variants provided by the other Telerik packages. Each of these variants is adding new components and child nodes, some of which implement the IXRRigNode interface, that allows them to receive the rig hierarchy updated in the desired order. These are the prefab variants available in the other Telerik packages:

  • XR Rig Complete—this prefab variant is part of the Telerik XR Integration package and combines various features from all Telerik packages.

  • XR Motions Rig—this prefab variant is part of the Telerik XR Motions package and includes only the locomotion functionalities with the corresponding camera motion effects.

  • XR Interactions Rig—this prefab variant is part of the Telerik XR Interactions package and includes only hand interactions functionalities. This includes a skinned hand model that renders the virtual hands and is integrated both with controller poses and with hand tracking for Oculus Quest.

Rig Child Hierarchy

The following children and behaviors are part of the Rig hierarchy:

  • Tracking Space—used for managing the position and state of head, hands, fingers, and controllers. The tracking space idea is to represent a platform-independent character hierarchy that is not updated automatically. Instead, it is managed by several platform-specific input handlers. For more information, see the Tracking Space documentation article.

  • XR Camera—the camera that tracks the player head and is used for rendering the XR scene.

  • Input—the node that will keep a set of cross-platform and platform-specific input handlers that are used to populate the tracking space children hierarchy. The core XR Rig has only one input child—Unity Input. For hand tracking input you may consider using either the XR Interactions Rig or the XR Rig Complete prefab variant.

In this article
Not finding the help you need?