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Ensure your project’s hierarchy looks like this: |
OVRCameraRig Hierarchy |
Select OVRCameraRig in the Hierarchy tab. |
With the OVRCameraRig selected in the Inspector, under the OVR Manager component, ensure your headset is selected under Target Devices. |
OVRCameraRig Devices |
Step 8. Build and run project on headset |
Go to File > Build Settings and, under Scenes, select Add Open Scenes. This should list your open scene. |
Add Open Scenes |
Select Build And Run and choose a name for your .apk file, for example, HelloWorld.apk. |
Put on your Meta Quest to experience your Hello World app. |
Note: For faster iteration times, you can use Meta Quest Link which helps you test your Unity projects without building your project. For details, read Use Meta Quest Link for App Development. |
Additional troubleshooting steps |
Error message Execution failed for task ':launcher:packageRelease'. A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade... |
You might have conflicts with a prior Android Studio installation on your computer. To resolve this, try deleting or renaming the debug.keystore and debug.keystore.lock files in your \Users\<username>\.android folder. Restart Unity, and build your project again. |
For additional troubleshooting, read the Troubleshooting guide. |
Did you find this page helpful?Integrate Boundary |
The platform for which this article is written (Unity) does not match your preferred platform (Nativa). |
Haz clic aquí para ver la página del índice de la documentación para tu plataforma de preferencia. |
To build an immersive app, the app needs to track and translate a user’s real-world movement in the virtual world. It needs to know when the user leaves the viewing area of the tracking camera and loses position tracking, which can be a very jarring experience for the user. |
The boundary system ensures user safety and offers an uninterrupted experience, whenever the user puts on the headset in a new environment. It prompts users to map out a boundary, which should be an unobstructed floor space. Based on the perimeter they draw in space to define an outer boundary, Meta Quest automatically... |
How Does This Work? |
The outer boundary is the complex set of points and interconnecting lines that the user draws when they set up the boundary. The play area is an automatically generated rectangle, an axis-aligned bounding box, within the outer boundary. |
Positional tracking requires users to define the outer boundary. The boundary system validates the user-defined boundary for the minimum required space. Roomscale experience requires a minimum amount of unobstructed floor space so that the user can move around freely through immersive experience. We recommended a 9ft x... |
There are two types of tracking space: local and stage. The default tracking space is local, which means re-centering works as normal. This is the correct behavior for most apps. Some apps may want to remain anchored to the same space for the duration of the experience because they lay out according to the user’s bound... |
Interact with Boundary System |
The OVRBoundary class provides access to the boundary system. There are several ways you can interact with the boundary system to create an immersive experience. |
Note: With Oculus Integration v31 to v57 and Meta XR Core SDK v59 and up, there are some APIs that are deprecated for the OpenXR backend. We strongly discourage you from using the deprecated APIs as we will no longer upgrade or support them. They will continue to remain available for legacy apps and produce compiler wa... |
Use GetGeometry and GetDimensions to query the outer boundary or play area and pass the boundary type as either BoundaryType.OuterBoundary, which closely matches the user’s mapped out boundary, or BoundaryType.PlayArea, which is an axis-aligned bounding inset within the outer boundary. |
GetGeometry returns an array of up to 256 points that define the outer boundary area or play area in a clockwise order at floor level. All points are returned in local tracking space shared by tracked nodes and accessible through OVRCameraRig’s trackingSpace anchor. GetDimensions returns a Vector3 containing the width,... |
The boundary is displayed whenever the headset or one of the controllers is violating the boundary. To check the boundary’s current visibility status, call GetVisible(), which returns true if the boundary is actively displayed. You can use this information to hide objects if the boundary is visible. Call SetVisible() a... |
To query the location of controllers and headset relative to the specified boundary type, call OVRBoundary.BoundaryTestResult TestNode() and pass the node and the boundary type. Node values are Node.HandLeft for left-hand controller, Node.HandRight for right-hand controller, or Node.Head for the head. The boundary type... |
IsTriggering - A boolean that indicates whether or not there is a triggering interaction between the node and the boundary |
ClosestDistance - The distance of the node from the boundary |
ClosestPoint - The closest point to the node that resides on the surface of the specified boundary |
ClosestPointNormal - The geometrical normal vector for the Closest Point, relative to the boundary surface |
ChatGPT |
OK. |
User |
Mixed Reality Experience and Use Cases |
The platform for which this article is written (Unity) does not match your preferred platform (Nativa). |
Click here to view the version of this page for your preferred platform. |
Mixed Reality, or MR, uses the physical environment around users to take your app and bring it to the world directly around them. It offers combined and unique experiences that blend virtual objects and the interaction with them with the real world around users. |
Mixed Reality is a foundational pillar of the current and future Meta Quest headsets and is a key part of delivering next-level experiences to users in the Meta Quest ecosystem. In this document you will explore: |
Some of the use cases for MR |
Relevant SDKs and APIs that you can use to enable MR attributes to your apps |
How MR furthers the vision of an interconnected metaverse for Meta Quest |
The Meta Quest Presence Platform contains SDKs and APIs tailormade to help build MR experiences on Meta devices. Blending design and use case considerations with these features will help you get started with your MR projects. |
Before continuing, it’s important to distinguish between VR, AR, and MR: |
Virtual Reality (VR) aims to fully immerse the user in a world build from the ground up for virtual experiences. In VR a user wearing a Meta Quest headset is fully transported to a virtual place to enjoy virtual experiences. The following shows a virtual creature in an entirely virtual space that a user can interact wi... |
World Beyond VR Sample |
Augmented Reality (AR) involves augmenting, or supplementing, the physical world around a user by superimposing virtual elements. AR utilizes the existing reality around a user to generate experiences that appear in the real world. |
Mixed Reality (MR) is a combination and evolution of both VR and AR. It is inclusive of both technologies while also offering a new medium of interaction by allowing virtual elements to interact with both the user and the physical space around the user. It’s important to note that, because MR is inclusive of VR and AR,... |
World Beyond MR Sample |
Types of MR Experiences |
Static MR Experiences |
Static MR allows users to enjoy experiences while seated at their coffee table, in their bedroom, or even at their work desk. |
Scenarios: With a combination of augmented reality (AR) and VR the flat surface of their desk can house a miniaturized strategy game, or host a collocated card or board game like Chess. Users can lean back and enjoy a large-scale digital event, like a concert, with a screen the size of their wall while their friends’ A... |
With Static MR, developers can build around users being in a relatively fixed location. This location can be transformed and altered with the use of AR, and by displaying, and interacting with virtual objects. |
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