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Question by St0fF · Apr 14, 2015 at 11:30 AM · inputhardware

Create an input module to support exotic input devices

Hi, I may not have searched deeply enough, please pardon me if that is the case.

I have a project which uses two distinct unsupported input devices. There is an Eye Tracking Device and a Remote Touch device.

As I read so far, Unity planned to make creating custom input modules possible, but the docs do not look very helpful at a glance.

Right now I have made a DLL and a C# script that will get the Eye-Tracker input just like mouse coordinates. Can anybody please point me to a tutorial or docs on how to refactor that code, so I can use the input created just like simple mouse input? (i.e. use Input.mousePosition)

Oh, and how would I deactivate the "real" mouse in my game?

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avatar image St0fF · May 08, 2015 at 07:36 AM 0
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see http://answers.unity3d.com/questions/953580/make-custom-input-devices-available-to-scripting-v.html

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Answer by Alond · Oct 18, 2017 at 01:06 PM

Hi Have you managed to do that? I also need to do something similar and would be happy to get any advice. Thanks

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