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SSA Showcase Apps and Walkthrough
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Two showcase applications are available that highlight the use of SSAs. Both are available in the oculus-samples GitHub repository. Both of these applications use Photon Unity Networking to share player data.
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The Unity-SharedSpatialAnchors showcase app is an established application which highlight the implementation of shared spatial anchors, and allows users to interact with networked objects in a co-located space. The page Shared Spatial Anchors Sample provides documentation on how to build and use the sample.
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The Unity-Discover showcase app is a newer application which has fewer features, and which demonstrates how to use a single SSA effectively in a multipurpose application. To help you understand how the SSA is implemented, check out the Shared Spatial Anchors (SSA) WalkthroughSpatial Anchors Basic Tutorial
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Unity
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All-In-One VR
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The platform for which this article is written (Unity) does not match your preferred platform (Nativa).
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Haz clic aquí para ver la página del índice de la documentación para tu plataforma de preferencia.
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Spatial anchors are world-locked frames of reference you can use in your app to place and orient objects that will persist between sessions. This consistency provides users with a sense of continuation and familiarity each time they reenter your game or app.
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As it details in Use Spatial Anchors, the key element to successfully placing a spatial anchor is the OVRSpatialAnchor component. In this tutorial, you assemble a project similar to the Starter Samples Spatial Anchors Sample, but with many fewer features. Here’s what you do in this tutorial:
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Create a scene that includes the OVRManager and OVRPassthroughlayer.
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Create two prefab capsules, one for the LeftControllerAnchor, and one for the RightControllerAnchor. These always display at the controller.
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Create two placement prefabs, one for each controller. These also contain capsules, but these capsules only show when you create them and anchor them in space.
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Create a minimal script that governs how spatial anchors are created, destroyed, loaded, and erased.
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Create a GameObject to connect the spatial anchor management code with the capsule and transform prefabs.
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Add the script to the GameObject, and assign the capsules and transforms to the script’s public members.
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See Try Out the App at the end of this topic to read how the app works.
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Before You Begin
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You should first do the Basic Passthrough Tutorial. Once you complete that, you will be ready to do this basic Spatial Anchors tutorial.
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Create a New Scene
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In the Project tab, under the Assets folder, create a new folder named SpatialAnchors Tutorial. Then select it to make it the current folder for new objects.
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In the Project Hierarchy, right click SampleScene, and choose Save Scene As. Give the new scene a unique name, such as SpatialAnchorsTutorial. This becomes the active scene in the Hierarchy.
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Remove any game objects from the scene, except for the Directional Light and OVRCameraRig.
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Set up the Major Scene Components
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The OVRCameraRig, OVRSceneManager, and OVRPassthroughLayer are all components that you need to set up the scene.
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Set up the OVRCameraRig and OVRManager
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The OVRCameraRig is the main camera for your scene. Set it up as follows. These are typical settings for a passthrough scene.
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If you haven’t done so already, select the Main Camera and press the Delete key to remove it from the scene.
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If you haven’t done so already, in the Project pane, search for the OVRCameraRig prefab. Drag it to the SpatialAnchorsTutorial scene. Then select it to show its properties in the Inspector.
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On the Inspector tab, do the following:
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Under OVRManager, set Tracking Origin Type to Eye Level.
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Under OVRManager, go to Quest Features > General.
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From the Anchor Support dropdown, select Enabled to turn on anchor support.
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Under Insight Passthrough, check the Enable Passthrough checkbox.
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Set up the OVRCameraRigSet up the OVRCameraRig
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Set up the OVRPassthroughLayer
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Adding the OVRPassthroughLayer enables the ball to bounce off of objects in your environment.
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In the Hierarchy pane, select the OVRCameraRig game object.
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At the bottom of the Inspector, choose Add Component. Search for and select OVR Passthrough Layer.
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Expand the OVR Passthrough Layer component. Set Projection Surface to Reconstructed and Placement to Underlay
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Set Up the OVRPassthroughLayer
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Create the Green and Red Prefab Controller Capsules
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Create the green and red capsule prefabs that will float near each controller. These capsules will indicate where the smaller anchor capsules will be created.
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In the Project tab, select the SpatialAnchors Tutorial folder to make it the current folder for new objects.
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From the Assets menu, select Create > Prefab. Name the new prefab SaveablePrefab. Double-click the new prefab to edit it.
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In the Inspector, add the following values to the Transform component.
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Set the Position property to X = -0.2, Y = 1.03, and Z = 0.
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Set the Rotation property to X = 0, Y = 0, and Z = 0.
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Set the Scale property to X = 0.1, Y = 0.1, and Z = 0.1.
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In the Hiearachy, right click the SaveablePrefab object, and then choose 3D Object > Capsule. Make sure the new capsule is a child of the SaveablePrefab object.
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In the Hierarchy, select the new capsule.
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In the Project pane, search for the Green material. Drag the material into the SpatialAnchors Tutorial Assets folder.
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In the Inspector, in the Materials property, choose the Green material.
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New SATutorialSceneNew SATutorialScene
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Repeat the previous steps, creating a prefab named NonSaveablePrefab, with these changes:
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Instead of a position X value of -0.2, set the Position property to X = 2.0.
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For this prefab, instead of the Green material, choose the Red material.
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Create the Saveable and NonSaveable Placement Prefabs
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Separate placement prefabs are needed for each controller. These prefabs contain capsules that are created when you press the controller index trigger.
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Create the SaveablePlacement Prefab
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In the Project tab, select the SpatialAnchors Tutorial folder to make it the current folder for new objects.
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From the Assets menu, select Create > Prefab. Name the new prefab SaveablePlacement.
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Double-click the SaveablePlacement to edit it.
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In the Inspector, add the following values to the SaveablePlacement Transform component.
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Set the Position property to X = 0.0, Y = 0.0, and Z = 0.25.
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Set the Rotation property to X = 0, Y = 0, and Z = 0.
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Set the Scale property to X = 0.025, Y = 0.025, and Z = 0.025.
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In the Hiearachy, right-click the SaveablePlacement object, and then choose Create Empty.
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Make sure the new object is a child of the SaveablePlacement object, and then name it SaveableTransform.
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In the Inspector, add the following values to the SaveableTransform Transform component.
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Set the Position property to X = 0.0, Y = 0.1, and Z = 0.1.
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Set the Rotation property to X = 0, Y = 0, and Z = 0.
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Set the Scale property to X = 0.025, Y = 0.025, and Z = 0.025.
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In the Hiearachy, right click the SaveablePlacement object again, and then choose 3D Object > Capsule. Make sure the new capsule is a child of the SaveablePlacement object.
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In the Hierarchy, select the new capsule.
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In the Inspector, add the following values to the Capsule Transform component.
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Set the Position property to X = 0, Y = 0, and Z = 0.125
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