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Save your project and your scene.
From the File Menu, select Project Settings.
Select Oculus, and then select the Android tab.
Check the Checklist for warnings or errors or warnings. Choose Apply All or Fix to have Unity resolve them.
Check the Project Setup Tool
Save and Run the Project
From the File menu, choose Save to save your scene and Save Project to save the project.
From the File menu, choose Build Settings to open the Build Settings* window.
Make sure your Meta Quest headset is the selected device in the Run Device dropdown. If you don’t see your headset in the list, click Refresh.
Click Add Open Scenes to add your scene to the build. Deselect and remove any other scenes from the selection window.
Click the Build and Run button to launch the program onto your headset.
Try Out the App
When you first start the app, you’ll see that each controller displays a capsule. The left controller shows a green capsule, and the right controller shows a red capsule. Green capsules are saved to local storage when they are created, but red ones are never saved.
Press the left index trigger one or more times to create small green capsules. The anchor for each capsule is automatically saved to the headset.
Press the right index trigger one or more times to create small red capsules. These anchors are not saved to the headset.
Press the X button to destroy all capsules. All capsules are removed from your view.
Press the A button to load all saved capsules. Only green capsules reappear.
Press the Y button to erase all green anchors from local storage. The green capsules remain on the screen.
Press the X button to destroy all capsules. All capsules are removed from your view.
Press the A button to load all saved capsules. Because you erased them, no green capsules reappear.
Spatial Anchors Added at Runtime
Appendix: The Full AnchorTutorialUIScript.cs File.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UIElements;
using static OVRSpatialAnchor;
//using static UnityEditor.Progress;
public class AnchorTutorialUIManager : MonoBehaviour
{
/// <summary>
/// Anchor Tutorial UI manager singleton instance
/// </summary>
public static AnchorTutorialUIManager Instance;
[SerializeField]
private GameObject _saveableAnchorPrefab;
public GameObject SaveableAnchorPrefab => _saveableAnchorPrefab;
[SerializeField, FormerlySerializedAs("_saveablePreview")]
private GameObject _saveablePreview;
[SerializeField, FormerlySerializedAs("_saveableTransform")]
private Transform _saveableTransform;
[SerializeField]
private GameObject _nonSaveableAnchorPrefab;
public GameObject NonSaveableAnchorPrefab => _nonSaveableAnchorPrefab;
[SerializeField, FormerlySerializedAs("_nonSaveablePreview")]
private GameObject _nonSaveablePreview;
[SerializeField, FormerlySerializedAs("_nonSaveableTransform")]
private Transform _nonSaveableTransform;
private OVRSpatialAnchor _workingAnchor;
private List<OVRSpatialAnchor> _allSavedAnchors; //we've written these to the headset (green only)
private List<OVRSpatialAnchor> _allRunningAnchors; //these are currently running (red and green)
private System.Guid[] _anchorSavedUUIDList; //simulated external location, like PlayerPrefs
private int _anchorSavedUUIDListSize;
private const int _anchorSavedUUIDListMaxSize = 50;
Action<OVRSpatialAnchor.UnboundAnchor, bool> _onLoadAnchor;
private void Awake()
{
if (Instance == null)
{
Instance = this;
_allSavedAnchors = new List<OVRSpatialAnchor>();
_allRunningAnchors = new List<OVRSpatialAnchor>();
_anchorSavedUUIDList = new System.Guid[_anchorSavedUUIDListMaxSize];
_anchorSavedUUIDListSize = 0;
_onLoadAnchor = OnLocalized;
}
else
{
Destroy(this);
}
}