运动控制器Motion controllers

运动控制器是允许用户在混合现实中采取措施的 硬件附件Motion controllers are hardware accessories that allow users to take action in mixed reality. 动作控制器优于 手势 的优势在于,控制器在空间中有精确的位置,允许与数字对象进行精细的交互。An advantage of motion controllers over gestures is that the controllers have a precise position in space, allowing for fine grained interaction with digital objects. 对于 Windows Mixed Reality 沉浸式耳机,运动控制器是用户在其世界中采取措施的主要方式。For Windows Mixed Reality immersive headsets, motion controllers are the primary way that users will take action in their world.

映像: Windows Mixed Reality 运动控制器Image: A Windows Mixed Reality motion controller

Windows Mixed Reality 运动控制器



设备支持Device support

功能Feature HoloLens(第 1 代)HoloLens (1st gen) HoloLens 2HoloLens 2 沉浸式头戴显示设备Immersive headsets
运动控制器Motion controllers ✔️✔️

硬件详细信息Hardware details

Windows Mixed Reality 运动控制器使用沉浸式耳机中的传感器在视图的字段中提供精确而快速的移动跟踪。Windows Mixed Reality motion controllers offer precise and responsive movement tracking in your field of view using the sensors in the immersive headset. 不需要在空间的墙壁上安装硬件。There's no need to install hardware on the walls in your space. 这些运动控制器将提供与 Windows Mixed Reality 沉浸式耳机相同的设置和可移植性。These motion controllers will offer the same ease of setup and portability as Windows Mixed Reality immersive headsets. 我们的设备合作伙伴计划投放市场并在零售货架上销售这些控制器。Our device partners plan to market and sell these controllers on retail shelves this holiday.

了解控制器Get to know your controller
了解控制器Get to know your controller

功能:Features:

  • 光学跟踪Optical tracking
  • 触发器Trigger
  • 抓取按钮Grab button
  • 控制Thumbstick
  • 触摸板Touchpad

设置Setup

开始之前Before you begin

需要的软件:You'll need:

  • 两个运动控制器的集合。A set of two motion controllers.
  • 四个 AA 电池。Four AA batteries.
  • 支持蓝牙4.0 的 PC。A PC with Bluetooth 4.0 support.

检查 Windows、Unity 和驱动程序更新Check for Windows, Unity, and driver updates

配对控制器Pairing controllers

可以使用 Windows 设置(如任何其他蓝牙设备)将运动控制器绑定到主机。Motion controllers can be bonded with host PC using Windows settings like any other Bluetooth device.

  1. 将两个 AA 电池插入控制器背面。Insert two AA batteries into the back of the controller. 暂时停止电池护盖。Leave the battery cover off for now.
  2. 如果你使用的是外部 USB 蓝牙适配器而不是内置蓝牙收音机,请在继续操作之前查看 蓝牙最佳实践If you're using an external USB Bluetooth Adapter instead of a built-in Bluetooth radio, review the Bluetooth best practices before proceeding. 对于带有内置收音机的桌面配置,请确保天线已连接。For desktop configuration with built-in radio, ensure antenna is connected.
  3. 打开 Windows 设置 -> 设备 -> 添加 bluetooth 或其他设备 -> 蓝牙,并删除任何早期的 "运动控制器–右侧" 和 "运动控制器–左侧" 实例。Open Windows Settings -> Devices -> Add Bluetooth or other device -> Bluetooth and remove any earlier instances of “Motion controller – Right” and “Motion controller – Left”. 查看列表底部的 "其他设备" 类别。Check also Other devices category at the bottom of the list.
  4. 选择 " 添加蓝牙或其他设备 ",并查看它是否开始发现蓝牙设备。Select Add Bluetooth or other device and see it starting to discover Bluetooth devices.
  5. 按住控制器的 Windows 按钮,在 buzzes 后打开控制器。Press and hold the controller's Windows button to turn on the controller, release once it buzzes.
  6. 按住 "电池" 舱中的 "配对" 按钮 ("选项卡) ,直至 Led 开始闪烁。Press and hold the pairing button (tab in the battery compartment) until the LEDs begin pulsing.
  1. 等待 "运动控制器-左" 或 "运动控制器-右" 显示到列表的底部。Wait "Motion controller - Left" or "Motion controller - Right" to appear to the bottom of the list. 选择要配对。Select to pair. 控制器将在连接时振动一次。Controller will vibrate once when connected.

    Image:选择要配对的 "运动控制器";如果有多个实例,请从列表底部选择一个实例Image: Select "Motion controller" to pair; if there are multiple instances, select one from the bottom of the list

选择要配对的运动控制器,如果有多个实例,请从显示的列表底部选择一个

  1. 你会看到,控制器在 "鼠标、键盘、& 笔" 类别 下的 "蓝牙设置" 中显示为 " 已连接"。You'll see the controller appear in the Bluetooth settings under “Mouse, keyboard, & pen” category as Connected. 此时,你可能会收到固件更新–请参阅 下一部分At this point, you may get a firmware update – see next section.
  2. 重新连接电池盖子。Reattach battery cover.
  3. 对第二个控制器重复步骤1-9。Repeat steps 1-9 for the second controller.

成功配对两个控制器后,设置应如下所示,在 "鼠标,键盘,& 笔" 类别After successfully pairing both controllers, your settings should look like the following, under “Mouse, keyboard, & pen” category

图像:连接的运动控制器Image: Motion controllers connected

已连接动作控制器

如果在配对后关闭控制器,则其状态将显示为配对。If the controllers are turned off after pairing, their status will show up as Paired. 对于 "其他设备" 类别下的控制器,配对可能只有部分完成。For controllers permanently under the “Other devices” category, pairing may have only partially completed. 在这种情况下,请再次运行配对步骤,使控制器正常运行。In this case, run the pairing steps again to get controller functional.

正在更新控制器固件Updating controller firmware

  • 如果沉浸式耳机连接到您的 PC,并提供新的控制器固件,则在您下次打开时,会自动将该固件推送到运动控制器。If an immersive headset is connected to your PC with new controller firmware is available, the firmware will be pushed to your motion controllers automatically the next time you turn them on. 控制器固件更新通过一种在循环动作中照亮 LED 象限的模式来表示,并且需要1-2 分钟。Controller firmware updates are indicated by a pattern of illuminating LED quadrants in a circular motion, and take 1-2 minutes.
  • 固件更新完成后,控制器将重新启动并重新连接。After the firmware update completes, the controllers will reboot and reconnect. 这两个控制器现在都应连接。Both controllers should be connected now.

    映像:在蓝牙设置中连接的控制器Image: Controllers connected in Bluetooth settings

已连接控制器

  • 验证控制器是否正常工作:Verify your controllers work properly:
    1. 启动 混合现实门户 ,并输入混合现实主页。Launch Mixed Reality Portal and enter your Mixed Reality Home.
    2. 移动控制器并验证跟踪、测试按钮并验证 teleportation 是否正常工作。Move your controllers and verify tracking, test buttons, and verify teleportation works. 如果没有,请检查 运动控制器故障排除If they don't, then check out motion controller troubleshooting.

Gazing 和指向Gazing and pointing

Windows Mixed Reality 支持两个用于交互的关键模型; 注视并提交提交Windows Mixed Reality supports two key models for interaction; gaze and commit and point and commit:

  • 使用 " 注视" 和 "提交",用户可通过其 注视来定位对象,并使用手接器、游戏板、clicker 或声音来选择对象。With gaze and commit, users target an object with their gaze, and then select objects with hand air-taps, a gamepad, a clicker, or their voice.
  • 通过 点和提交,用户可以在目标对象上目标为支持指针的运动控制器,然后使用控制器的触发器选择对象。With point and commit, a user can aim a pointing-capable motion controller at the target object and then select objects with the controller's trigger.

支持使用运动控制器的应用也应尽可能启用注视驱动的交互,使用户能够选择他们使用的输入设备。Apps that support pointing with motion controllers should also enable gaze-driven interactions where possible, to give users a choice in what input devices they use.

在指向时管理 recoilManaging recoil when pointing

使用运动控制器进行指向和提交时,用户将通过拉取其触发器来使用控制器进行定位和交互。When using motion controllers to point and commit, your users will use the controller to target and interact by pulling its trigger. 请求触发器 vigorously 的用户最终可能会在其触发器拉取的末尾比预期的更高。Users who pull the trigger vigorously may end up aiming the controller higher at the end of their trigger pull than they'd intended.

若要管理用户拉取触发器时可能发生的任何此类 recoil,则当触发器的模拟轴值超过0.0 时,应用程序可以对齐其目标射线。To manage any such recoil that may occur when users pull the trigger, your app can snap its targeting ray when the trigger's analog axis value rises above 0.0. 然后,只要在短时间窗口中最后一次按下时,就可以使用该目标射线来执行操作,然后将触发器值达到1.0。You can then take action using that targeting ray a few frames later once the trigger value reaches 1.0, as long as the final press occurs within a short time window. 使用较高级别的 复合分流手势时,Windows 将管理此目标光线捕获和超时。When using the higher-level composite Tap gesture, Windows will manage this targeting ray capture and timeout for you.

手柄姿势与指针姿势Grip pose vs. pointing pose

Windows Mixed Reality 支持采用不同外形规格的运动控制器,其中每个控制器的设计在用户的手位置与应用程序在呈现控制器时应使用的自然 "转发" 方向不同。Windows Mixed Reality supports motion controllers in different form factors, with each controller's design differing in its relationship between the user's hand position and the natural "forward" direction that apps should use for pointing when rendering the controller.

为了更好地表示这些控制器,可以针对每个交互源调查两种类型的姿势: 手柄姿势指针构成To better represent these controllers, there are two kinds of poses you can investigate for each interaction source; the grip pose and the pointer pose.

抓握姿势Grip pose

手柄姿势 表示由 HoloLens 检测到的掌托的位置,或包含运动控制器的掌托的位置。The grip pose represents the location of either the palm of a hand detected by a HoloLens, or the palm holding a motion controller.

在沉浸式耳机上,手柄姿势最适合用于呈现 用户的手持有用户的对象,例如剑或机枪。On immersive headsets, the grip pose is best used to render the user's hand or an object held in the user's hand, such as a sword or gun. 可视化运动控制器时也使用手柄姿势,因为用于运动控制器的 Windows 提供的 呈现模型 使用手柄姿势作为原点和旋转中心。The grip pose is also used when visualizing a motion controller, as the renderable model provided by Windows for a motion controller uses the grip pose as its origin and center of rotation.

手柄姿势的定义具体如下:The grip pose is defined specifically as follows:

  • 手柄位置:在固定控制器时,掌上质心,向左或向右调整以使其在手柄内居中。The grip position: The palm centroid when holding the controller naturally, adjusted left or right to center the position within the grip. 在 Windows Mixed Reality 运动控制器上,此位置通常与 "抓住" 按钮对齐。On the Windows Mixed Reality motion controller, this position generally aligns with the Grasp button.
  • 手柄方向的右轴:当你完全打开手形成一个平面的五指形姿势时,与你的掌上的光线 (从右手掌向后) The grip orientation's Right axis: When you completely open your hand to form a flat five-finger pose, the ray that is normal to your palm (forward from left palm, backward from right palm)
  • 手柄方向的正向轴:当您关闭手中的部分 (时,就如同按住控制器) 一样,通过您的非拇指形来表示 "转发" 的射线。The grip orientation's Forward axis: When you close your hand partially (as if holding the controller), the ray that points "forward" through the tube formed by your non-thumb fingers.
  • 手柄方向的上轴:向右和向后定义隐含的上轴。The grip orientation's Up axis: The Up axis implied by the Right and Forward definitions.

指针姿势Pointer pose

指针姿势 代表着控制器的末端。The pointer pose represents the tip of the controller pointing forward.

系统提供的指针姿势最适合用于在 呈现控制器模型本身 时进行 raycast。The system-provided pointer pose is best used to raycast when you're rendering the controller model itself. 如果要渲染某个其他虚拟对象来替代控制器(如虚拟压力),则应指出该虚拟对象的最自然的光线,如沿应用定义的机枪模型的桶向下移动的射线。If you're rendering some other virtual object in place of the controller, such as a virtual gun, you should point with a ray that is most natural for that virtual object, such as a ray that travels along the barrel of the app-defined gun model. 由于用户可以看到虚拟对象,而不是物理控制器,因此,使用虚拟对象指向虚拟对象可能会更自然地使用应用。Because users can see the virtual object and not the physical controller, pointing with the virtual object will likely be more natural for those using your app.

控制器跟踪状态Controller tracking state

与耳机一样,Windows Mixed Reality 运动控制器不需要外部跟踪传感器的设置。Like the headsets, the Windows Mixed Reality motion controller requires no setup of external tracking sensors. 相反,控制器由耳机本身中的传感器跟踪。Instead, the controllers are tracked by sensors in the headset itself.

如果用户将控制器移出耳机的视图,则在大多数情况下,Windows 将继续推断控制器位置,并将其提供给应用。If the user moves the controllers out of the headset's field of view, in most cases Windows will continue to infer controller positions and provide them to the app. 如果控制器丢失了足够长时间的视觉跟踪,控制器的位置将降到近似准确性位置。When the controller has lost visual tracking for long enough, the controller's positions will drop to approximate-accuracy positions.

此时,系统会将控制器正文锁定到用户,在移动用户时跟踪用户的位置,同时仍然使用其内部方向传感器公开控制器的真正方向。At this point, the system will body-lock the controller to the user, tracking the user's position as they move around, while still exposing the controller's true orientation using its internal orientation sensors. 许多使用控制器指向和激活 UI 元素的应用程序可以正常运行,而无需用户注意。Many apps that use controllers to point at and activate UI elements can operate normally while in approximate accuracy without the user noticing.


显式跟踪状态的推理Reasoning about tracking state explicitly

希望根据跟踪状态以不同方式对位置进行处理的应用可能会进一步检查控制器状态的属性,如 SourceLossRisk 和 PositionAccuracy:Apps that wish to treat positions differently based on tracking state may go further and inspect properties on the controller's state, such as SourceLossRisk and PositionAccuracy:

跟踪状态Tracking state SourceLossRiskSourceLossRisk PositionAccuracyPositionAccuracy TryGetPositionTryGetPosition
高准确度 High accuracy < 1.0< 1.0 High true
高准确度 (丢失) 的风险 High accuracy (at risk of losing) = = 1。0== 1.0 High true
近似准确度 Approximate accuracy = = 1。0== 1.0 近似Approximate true
无位置 No position = = 1。0== 1.0 近似Approximate falsefalse

这些运动控制器跟踪状态的定义如下:These motion controller tracking states are defined as follows:

  • 高准确度: 尽管运动控制器位于耳机的视图中,但它通常会根据视觉对象跟踪提供高准确性位置。High accuracy: While the motion controller is within the headset's field of view, it will generally provide high-accuracy positions, based on visual tracking. 一种移动控制器,该控制器会暂时离开了耳机传感器, (例如,通过用户的另一种方式,) 会根据控制器本身的惯性跟踪,在短时间内继续返回高准确度姿势。A moving controller that momentarily leaves the field of view or is momentarily obscured from the headset sensors (for example, by the user's other hand) will continue to return high-accuracy poses for a short time, based on inertial tracking of the controller itself.
  • 高准确度 (丢失) 的风险: 当用户将运动控制器移出耳机的视图边缘后,耳机不久就无法直观地跟踪控制器的位置。High accuracy (at risk of losing): When the user moves the motion controller past the edge of the headset's field of view, the headset will soon be unable to visually track the controller's position. 此应用通过查看 SourceLossRisk 到1.0,来了解控制器何时到达此 FOV 边界。The app knows when the controller has reached this FOV boundary by seeing the SourceLossRisk reach 1.0. 此时,应用程序可以选择暂停需要稳定的高质量姿势流的控制器手势。At that point, the app may choose to pause controller gestures that require a steady stream of high quality poses.
  • 近似准确性: 如果控制器丢失了足够长时间的视觉跟踪,控制器的位置将降到近似准确性位置。Approximate accuracy: When the controller has lost visual tracking for long enough, the controller's positions will drop to approximate-accuracy positions. 此时,系统会将控制器正文锁定到用户,在移动用户时跟踪用户的位置,同时仍然使用其内部方向传感器公开控制器的真正方向。At this point, the system will body-lock the controller to the user, tracking the user's position as they move around, while still exposing the controller's true orientation using its internal orientation sensors. 许多使用控制器指向和激活 UI 元素的应用程序可以正常运行,而无需用户注意。Many apps that use controllers to point at and activate UI elements can operate as normal while in approximate accuracy without the user noticing. 对于输入要求较高的应用,可以通过检查 PositionAccuracy 属性,从 准确度到 接近 准确性,从而为用户提供更多的 hitbox。Apps with heavier input requirements may choose to sense this drop from High accuracy to Approximate accuracy by inspecting the PositionAccuracy property, for example to give the user a more generous hitbox on off-screen targets during this time.
  • 无位置: 尽管控制器可以在很长时间内正常运行,但有时系统也知道,甚至在当前情况下,该位置都没有意义。No position: While the controller can operate at approximate accuracy for a long time, sometimes the system knows that even a body-locked position isn't meaningful at the moment. 例如,已打开的控制器可能从未被可视化地观察到,或者用户可能会关闭控制器,然后由其他人选取。For example, a controller that was turned on may have never been observed visually, or a user may put down a controller that's then picked up by someone else. 在这种情况下,系统不会提供应用程序的任何位置,并且 TryGetPosition 将返回 false。At those times, the system won't provide any position to the app, and TryGetPosition will return false.

交互:低级别空间输入Interactions: Low-level spatial input

各种双手和运动控制器的核心交互是 选择菜单抓住触摸板操纵杆HomeThe core interactions across hands and motion controllers are Select, Menu, Grasp, Touchpad, Thumbstick, and Home.

  • 选择 "是",这是用于激活全息影像的主要交互,其中包含一个按下的发布。Select is the primary interaction to activate a hologram, consisting of a press followed by a release. 对于运动控制器,可以使用控制器的触发器执行 Select 按下。For motion controllers, you perform a Select press using the controller's trigger. 通过 语音命令 "select" 执行选择的其他方法。Other ways to perform a Select are by speaking the voice command "Select". 可以在任何应用中使用相同的选择交互。The same select interaction can be used within any app. 请考虑选择作为鼠标单击的等效项;你一次学习的通用操作,然后应用于所有应用。Think of Select as the equivalent of a mouse click; a universal action that you learn once and then apply across all your apps.
  • 菜单 是用于对对象进行操作的辅助交互,用于获取上下文菜单或执行其他辅助操作。Menu is the secondary interaction for acting on an object, used to pull up a context menu or take some other secondary action. 使用运动控制器,可以使用控制器的 菜单 按钮执行菜单操作。With motion controllers, you can take a menu action using the controller's menu button. (即其上带有汉堡 "menu" 图标的按钮) (that is, the button with the hamburger "menu" icon on it)
  • 抓住 ,用户可以直接对对象执行操作,以便对其进行操作。Grasp is how users can directly take action on objects at their hand to manipulate them. 借助运动控制器,你可以通过紧密地挤压你的前来执行抓住操作。With motion controllers, you can do a grasp action by squeezing your fist tightly. 运动控制器可以通过抓取按钮、棕榈触发器或其他传感器检测抓住。A motion controller may detect a Grasp with a grab button, palm trigger, or other sensor.
  • 触摸板 允许用户在运动控制器的触摸板图面上调整两个尺寸的操作,并通过单击触摸板上的 "向下" 来提交操作。Touchpad allows the user to adjust an action in two dimensions along the surface of a motion controller's touchpad, committing the action by clicking down on the touchpad. 触摸板提供按下状态、接触状态和标准化的 XY 坐标。Touchpads provide a pressed state, touched state, and normalized XY coordinates. X 和 Y 范围介于循环触摸板范围内的-1 到1之间,中心位于 (0,0) 。X and Y range from -1 to 1 across the range of the circular touchpad, with a center at (0, 0). 对于 X,-1 位于左侧,1位于右侧。For X, -1 is on the left and 1 is on the right. 对于 Y,-1 位于底部,1位于顶部。For Y, -1 is on the bottom and 1 is on the top.
  • 使用 操纵杆,用户可以通过在其循环范围内移动运动控制器的操纵杆,并通过单击操纵杆提交操作来调整两个尺寸的操作。Thumbstick allows the user to adjust an action in two dimensions by moving a motion controller's thumbstick within its circular range, committing the action by clicking down on the thumbstick. Thumbsticks 还提供按下状态和标准化的 XY 坐标。Thumbsticks also provide a pressed state and normalized XY coordinates. X 和 Y 范围介于循环触摸板范围内的-1 到1之间,中心位于 (0,0) 。X and Y range from -1 to 1 across the range of the circular touchpad, with a center at (0, 0). 对于 X,-1 位于左侧,1位于右侧。For X, -1 is on the left and 1 is on the right. 对于 Y,-1 位于底部,1位于顶部。For Y, -1 is on the bottom and 1 is on the top.
  • Home 是一种特殊的系统操作,用于返回到 "开始" 菜单。Home is a special system action that is used to go back to the Start Menu. 这类似于按键盘上的 Windows 键或 Xbox 控制器上的 Xbox 按钮。It's similar to pressing the Windows key on a keyboard or the Xbox button on an Xbox controller. 可以通过按下动作控制器上的 "Windows" 按钮来回家。You can go Home by pressing the Windows button on a motion controller. 请注意,你始终可以通过说 "你好 Cortana,回家" 开始。Note, you can always return to Start by saying "Hey Cortana, Go Home". 应用无法专门对 Home 操作做出反应,因为这些操作由系统处理。Apps can't react specifically to Home actions, as these are handled by the system.

复合手势:高级空间输入Composite gestures: High-level spatial input

可在一段时间内跟踪 手手势 和运动控制器以检测一组通用的高级 复合手势Both hand gestures and motion controllers can be tracked over time to detect a common set of high-level composite gestures. 这使您的应用程序能够检测高级 分流定格操作导航 手势,无论用户最终使用的是手还是控制器。This enables your app to detect high-level tap, hold, manipulation and navigation gestures, whether users end up using hands or controllers.

呈现运动控制器模型Rendering the motion controller model

3d 控制器模型 Windows 可让应用程序在系统中当前处于活动状态的每个运动控制器呈现模型。3D controller models Windows makes available to apps a renderable model of each motion controller currently active in the system. 通过让应用在运行时动态加载和表述这些系统提供的控制器模型,你可以确保你的应用程序与将来的任何控制器设计兼容。By having your app dynamically load and articulate these system-provided controller models at runtime, you can ensure your app is forward-compatible to any future controller designs.

我们建议在控制器的 手柄姿势 上呈现所有呈现模型,因为模型的原点与物理世界中的这一点对齐。We recommend rendering all renderable models at the grip pose of the controller, as the origin of the model is aligned with this point in the physical world. 如果要渲染控制器模型,则可能需要从 指针姿势 raycast 到场景,这表示该控制器的物理设计需要点,这表示用户自然会想到的射线。If you're rendering controller models, you may then wish to raycast into your scene from the pointer pose, which represents the ray along which users will naturally expect to point, given that controller's physical design.

有关如何在 Unity 中动态加载控制器模型的详细信息,请参阅在 unity 中呈现运动控制器模型 部分。For more information about how to load controller models dynamically in Unity, see the Rendering the motion controller model in Unity section.

2d 控制器线条 图虽然我们建议将应用内控制器提示和命令附加到应用内控制器模型本身,但某些开发人员可能希望在平面 "教程" 或 "操作方法" UI 中使用运动控制器的2D 线条图表示形式。2D controller line art While we recommend attaching in-app controller tips and commands to the in-app controller models themselves, some developers may want to use 2D line art representations of the motion controllers in flat "tutorial" or "how-to" UI. 对于这些开发人员,我们制作了。以下两种情况下均提供 png 运动控制器线条图形文件 (右键单击以保存) 。For those developers, we've made .png motion controller line art files available in both black and white below (right-click to save).

运动控制器线条图预览

"" 中的整分辨率运动控制器线条艺术Full-resolution motion controllers line art in '''white'''

"" 中的整分辨率动作控制器线条图黑色 ""Full-resolution motion controllers line art in '''black'''

常见问题解答FAQ

是否可以将运动控制器配对到多台电脑?Can I pair motion controllers to multiple PCs?

运动控制器支持与单台 PC 配对。Motion controllers support pairing with a single PC. 按照 动作控制器设置 来配对控制器的说明进行操作。Follow instructions on motion controller setup to pair your controllers.

如何实现更新运动控制器固件?How do I update motion controller firmware?

运动控制器固件是耳机驱动程序的一部分,如有必要,它将在连接时自动更新。Motion controller firmware is part of the headset driver and will be updated automatically on connection, if necessary. 固件更新通常需要1-2 分钟的时间,具体取决于蓝牙无线电和链接质量。Firmware updates typically take 1-2 minutes depending on Bluetooth radio and link quality. 在极少数情况下,控制器固件更新可能需要长达10分钟的时间,这可能表示 Bluetooth 连接或无线电干扰较差。In rare cases, controller firmware updates may take up to 10 minutes, which can indicate poor Bluetooth connectivity or radio interference. 请参阅 发烧指南中的蓝牙最佳实践 ,以解决连接问题。See Bluetooth best practices in the Enthusiast Guide to troubleshoot connectivity issues. 固件更新之后,控制器将重新启动并重新连接到主机计算机 (你可能会注意到,Led 对于跟踪) 会有所鲜。After a firmware update, controllers will reboot and reconnect to the host PC (you may notice the LEDs go bright for tracking). 如果固件更新被中断 (例如,控制器丢失了电源) ,则在下次打开控制器时,将再次尝试此固件。If a firmware update is interrupted (for example, the controllers lose power), it will be attempted again the next time the controllers are powered on.

如何检查电池电量级别?How I can check battery level?

Windows Mixed Reality 主页中,您可以打开控制器以查看其在虚拟模型反面上的电量级别。In the Windows Mixed Reality home, you can turn your controller over to see its battery level on the reverse side of the virtual model. 没有物理电池电量指标。There's no physical battery level indicator.

是否可以使用这些不带耳机的控制器?Can you use these controllers without a headset? 仅针对游戏杆/触发器/etc 输入?Just for the joystick/trigger/etc input?

不适用于通用 Windows 应用程序。Not for Universal Windows Applications.

疑难解答Troubleshooting

请参阅发烧指南中的 运动控制器故障排除See motion controller troubleshooting in the Enthusiast Guide.

存档运动控制器反馈/bugFiling motion controller feedback/bugs

使用 "Mixed Reality-> 输入" 类别在反馈中心向我们提供反馈Give us feedback in Feedback Hub, using the "Mixed Reality -> Input" category.

另请参阅See also