Specialized components
Input and interaction system
4 min
the ir engine input and interaction system provides a comprehensive framework for managing user inputs within the 3d engine environment this system processes actions from various input devices including keyboards, mice, and xr controllers, determines what the user is attempting to interact with in the virtual environment, and enables game objects to respond to these inputs through the entity component system (ecs) architecture system overview the input and interaction system consists of several interconnected components that work together to capture, process, and respond to user input flowchart td a0\["input source"] a1\["input receiver"] a2\["button and axis state"] a3\["input system"] a4\["input target detection"] a5\["input pointer management"] a1 "listens to" > a0 a0 "holds state of" > a2 a1 "queries state via" > a2 a3 "updates" > a0 a3 "assigns sources to" > a1 a3 "uses for targeting" > a4 a4 "uses data from" > a0 a3 "manages lifecycle of" > a5 a5 "updates associated" > a0 key components input source represents physical or emulated input devices and maintains their current state button and axis state standardized representation of input states across different device types input receiver listens for specific inputs and translates them into meaningful actions input system coordinates the overall input processing pipeline input target detection determines what objects in the scene are being targeted by input devices input pointer management handles pointer based input devices and their interaction with the 3d environment documentation chapters input source docid\ nerb03x 2upidcy6heak2button and axis state docid 9thsqup1foiozxngefulwinput receiver docid\ e2hautpdl1izfvly6jmshinput system docid 2yp 6a pmbb9eokw gitvinput target detection docid 0rcidl kz4rdefjmr2nwinput pointer management docid\ poftbfhhtf wjgjfe2uug