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?

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