Users and Input
Users and input define user presence, tracked anchors, locomotion state, and device-driven control signals.
Player Representation
Each user is represented as runtime state associated with a presence in the scene. Systems may distinguish between local and remote users when evaluating authority, movement control, and network behavior.
Tracked Anchors
Tracked anchors such as head, hands, and origin define the spatial reference points for player-relative systems. They are used for attachments, proximity checks, tool alignment, UI placement, and interaction logic.
Movement and Comfort
Movement state includes locomotion enablement, teleport placement, move speed, jump velocity, gravity scaling, and grounded or flying state. Runtime systems may inspect or modify these values to control user traversal.
Input Signals
Device input exposes low-level values such as triggers, grips, buttons, and thumbsticks. These signals support custom interaction logic, movement schemes, and input-driven runtime systems.
Learn More
If developers want the concrete reference details behind this concept page, they can continue with the API docs for User, Device, and DevicePath.