Mastering XR Interactions: Select, Activate, Hover in Unity
In Extended Reality (XR), intuitive and responsive interactions are paramount to creating immersive and engaging user experiences. This module delves into the core interaction patterns of 'Select', 'Activate', and 'Hover' within the Unity XR Interaction Toolkit, providing the foundational knowledge for building effective AR and VR applications.
Understanding Core Interaction States
The Unity XR Interaction Toolkit defines several key states that an interactable object can be in when a user is interacting with it. We will focus on three fundamental states: Hover, Select, and Activate.
Hover: The initial point of contact.
Hover occurs when a user's pointing raycast (from a controller or gaze) enters the collider of an interactable object. It's the first signal that an object is being targeted.
The 'Hover' state is typically used to provide visual feedback to the user, indicating that an object is currently being targeted or is capable of interaction. This feedback can include highlighting the object, displaying a tooltip, or changing its appearance. In Unity XR Interaction Toolkit, this is managed by the IXRHoverInteractor
interface.
To provide visual feedback to the user, indicating that an object is currently being targeted or is capable of interaction.
Select: Grasping or picking up an object.
Select is triggered when the user performs a specific input action (like pressing a button) while hovering over an object. It signifies the user's intent to 'grab' or 'pick up' the object.
The 'Select' state is crucial for actions like picking up objects, toggling switches, or initiating a drag operation. It's a more deliberate action than hovering. The XR Interaction Toolkit uses the IXRSelectInteractor
interface to manage this state. When an object is selected, it often becomes 'attached' to the interactor, moving with it.
A specific input action, such as pressing a controller button, while hovering over an object.
Activate: Performing an action on an object.
Activate is triggered by a secondary input action (often a different button press or a gesture) while an object is already selected. It's used for actions like firing a weapon, pressing a button, or confirming a choice.
The 'Activate' state represents the final confirmation of an action on an already selected object. For example, if you select a virtual button, activating it might trigger an event. This is handled by the IXRActivateInteractor
interface. It allows for a two-step interaction process: first select, then activate.
To perform a secondary action or confirm a choice on an object that has already been selected.
Implementing Interactions in Unity
The Unity XR Interaction Toolkit provides components and interfaces to easily implement these interaction patterns. Key components include
XRGrabInteractable
XRBaseInteractable
XRRayInteractor
XRDirectInteractor
Visualizing the interaction flow: A user's controller (Interactor) emits a ray. When this ray enters an object's collider, the 'Hover' state is triggered, often causing visual feedback. If the user then presses a button (Select Input), the object enters the 'Select' state, potentially attaching to the controller. A subsequent button press (Activate Input) triggers the 'Activate' state, performing an action on the object.
Text-based content
Library pages focus on text content
Interaction State | Trigger Condition | Typical Use Case | Associated Interface |
---|---|---|---|
Hover | Raycast enters collider | Visual feedback, targeting | IXRHoverInteractor |
Select | Hover + Select Input | Picking up, grabbing, initiating drag | IXRSelectInteractor |
Activate | Select + Activate Input | Performing action, confirming choice | IXRActivateInteractor |
Remember that the specific input bindings for Select and Activate are configurable within your Unity Input System setup, allowing you to map them to different controller buttons or gestures.
Customizing Interaction Behavior
You can extend the behavior of these interactions by subscribing to events on interactable objects, such as
hoverEntered
hoverExited
selectEntered
selectExited
activated
deactivated
Loading diagram...
Learning Resources
The official Unity documentation providing a comprehensive overview of the XR Interaction Toolkit, including core concepts and components.
Detailed explanation of different interactor types (Ray, Direct, etc.) and how they facilitate interactions in XR.
Learn about the various interactable components and how to make objects interactive in your XR scenes.
A beginner-friendly learning path covering the fundamentals of setting up and using the XR Interaction Toolkit.
A practical video tutorial demonstrating how to create and configure interactive objects using the XR Interaction Toolkit.
Focuses on the common 'grab and release' interaction pattern, explaining the underlying mechanics.
A tutorial specifically detailing how to implement hover and selection feedback for interactive elements.
An article explaining how the XR Interaction Toolkit integrates with Unity's Input System for flexible control mapping.
Insights into designing intuitive and effective interactions for VR and AR experiences, applicable to Unity development.
Guide on creating your own custom interactable components by extending the base classes provided by the toolkit.