Add Foottroller locomotion to your game
Foottroller shows up as a Bluetooth gamepad, or you can stream its axes over the local network with Foottroller Hub. Use Hub plus the Unity scripts or Unreal plugin when you need raw foot data. For Quest standalone titles that already read a left stick, bind Gamepad → Left Stick. For PC games that only accept Xbox input, map Foottroller through x360ce (and HIDHide if devices conflict).
Integration options
There are multiple options to use Foottroller functions in game development
Option 1: Connect Foottroller to a Windows PC, and use the Foottroller hub software to distribute Foottroller controls and data to your game/application through the local WiFi network. Unity scripts and Unreal Engine Plugin are provided to access data from the Foottroller hub.
Option 2: Connect Foottroller to a Android phone, and use the Foottroller Hub Android app to distribute Foottroller controls and data to your game/application through the local WiFi network. Unity scripts and Unreal Engine Plugin are provided to access data from the Foottroller hub Android app.
Option 3 (For standalone VR games): Connect Foottroller to the device, e.g., VR headset, your game/application access Foottroller control as joystick inputs from a gamepad.
Option 4 (For PC games, use an XBox controller emulator): Connect Foottroller to the PC, and use an Xbox controller emulator to map Foottroller controls into controls of an emulated XBox controller.

Option 1 — Foottroller Hub on Windows
The Foottroller Hub PC program not only sends Foottroller controls to SteamVR but also distributes Foottroller controls and data to games/applications over the local network.

Option 2 — Foottroller Hub on Android
Pair and connect Foottroller to an Android smart phone. Use the Foottroller hub Android app to inspect Foottroller data and controls. The data and controls can be accessed by other applications and games, e.g., with the unity script, for movement control and other foot action based control functions.
Foottroller hub Android App
Unity Scripts
Use the unity scripts to access data from Foottroller hub in Option 1 and Option 2
Demo video shows how to use the Unity sample project, which uses the unity scripts for Foottroller function integration.


Unreal Engine plugin
Access Foottroller data from Foottroller hub in Option 1 and Option 2 with the plugin in unreal engine 5.
Support basic and advanced locomotion with Foottroller.
Foottroller plugin for unreal engine (download)
How-to-use video instruction
Option 3 — Gamepad (PCVR + Standalone VR)
For (VR) games that do not rely on a conventional gamepad for control
Foottroller controls and data can be easily accessed in game engines as the axis and button inputs of a connected gamepad. This allows the Foottroller to be used with hand-held VR controllers without any conflicts. Important: for input configuration in game engines, the input sources should be manually selected as standard gamepad axes and buttons (Do not use the listening function, e.g., in Unity's new input system, to detect input sources for the configuration).
Option 4 — x360ce + HIDHide (PC)
For games that rely on a conventional gamepad for control
There is no need for direct integration of Foottroller functions in the game development process. It is recommended to use a controller emulator, e.g., x360ce, to create an emulated controller that combines the function of Foottroller and a regular gamepad for game control. In this approach, HIDhide is also needed to avoid interferences and conflicts among the multiple connected and emulated controllers.
Contact support@jptiinc.com for more support if you have questions.
FAQ
Which integration should I use?
Hub on Windows or Android if you need raw foot data (tilt, buttons, pointing) over the local network.
Standard gamepad if the game already moves on a left stick (typical Quest standalone).
x360ce + HIDHide if the PC game only accepts an Xbox controller and a second physical pad would conflict.
Do I need Foottroller Hub?
Only for Options 1 and 2 (network stream + Unity/Unreal plugins). Standalone Quest games that already read a gamepad do not need Hub. Pair Foottroller to the headset and bind Gamepad Left Stick.
Unity: why not use “Listen” to detect the device?
The Input System listener often binds a VR controller instead of Foottroller. Manually set the move action to Gamepad → Left Stick (and other gamepad axes/buttons you need). Do not listen for the next input.
Does the Unreal plugin replace a gamepad bind?
The plugin is for Hub Options 1 and 2, when you want Foottroller data inside UE5. If the project already uses a standard gamepad for locomotion, you can bind those axes without the plugin.
Can Foottroller and handheld VR controllers work at the same time?
Yes, if locomotion is on the gamepad path and hands stay on OpenXR/SteamVR controllers. Avoid binding the same action to both a hand stick and Foottroller unless you intend that.
When do I need HIDHide?
When Foottroller, a real gamepad, and an emulated Xbox pad are all visible and the game reads the wrong device. Hide the physical pads from the game; leave the emulated Xbox controller visible.
Windows Hub vs Android Hub?
Same idea: inspect axes and send controls over Wi‑Fi. Use the PC Hub if the game runs on that PC (SteamVR, VDXR). Use the Android app if Foottroller is paired to the phone and another device consumes the stream.
Where are the files?
Foottroller Hub
Unity scripts, and the Unreal plugin are on the GitHub releases linked on this page. Use the latest Hub tag, not an old 1.x build. Hardware pairing steps: setup guide.
How do I get help?
Email support@jptiinc.com with engine (Unity/UE5), headset or PC, Hub version, and whether you are on gamepad, Hub, or x360ce.
Contact
email:
support@jptiinc.com
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