Simple Unity Android VR controller setup for Xbox 360 Controllers

It is no longer required to download the Android VR SDK to build a mobile VR game or application for Unity. Instead, you can set your game up in the Unity build settings and make use of UnityEngine.VR.

Creating a simple player controller may be a bit tricky and so I hope this post will save some developers a head ache when it comes to moving a player around with a gamepad in Android based VR projects.

In this setup, I’m using the following:
1 x Android 6.0 Phone
1 x XBOX 360 Wired USB Controller (but you can use any Android VR controller)
1 x Generic Android VR Headset

To begin, it’s important to understand that you have to create a parent and child arrangement of GameObject’s to control a VR player. Whereas generally a simple FPS controller might be arranged with a Camera as a child to a Capsule, with Unity VR you’ll have to child the Camera to a Camera parent Transform and that Camera parent will be a child to your main player. Even more, the Body of the player will have to be a separate child Transform of the parenting Main Player GameObject if your player has a body. Why? This is done to control the movement of the Camera since moving the Camera Transform directly in VR seems to result in odd behaviour/non-functioning movement at the time of this post.

Here is how your basic Main Player hierarchy should look:

Step 2:
Attach a camera to the Camera GameObject.

Step 3:
In your input settings, add two new axes. For the two different Android phones I tested, the Xbox 360 controller I had seemed to map to these axis:

Step 4:

Create a new script and call it SimpleVRController.cs Use the code below then assign the proper transforms in the inspector.

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