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Click .Initialize Scene
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Now your server project should be capable of passthrough simulation. To verify, run it in play mode. This will serve as the synthetic environment server. Meanwhile, run an MR application in Meta XR Simulator. You should see its passthrough content coming from the server project.
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Adding Scene Information
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*Note: Passthrough stylization is not supported.
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To label a 3D entity:
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Select a game object in the scene.
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A chair is selected in the Unity game editor.
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In the , make sure the is correct, and then click :Scene Annotation ToolSelected ObjectMake 3D Scene Entity
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Scene Annotation Tool UI after the chair is selected.
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The game object should now be surrounded by a bounding box:
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The chair is surrounded by a red wire box in the Unity Editor.
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Apply the correct semantic label. Adjust center/size if needed.
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Scene Annotation Tool UI with center/size and semantic label.
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To label a 2D entity:
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Select the game object where the 2D entity plane is going to be attached to, for example, a desk:
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A desk is selected in the Unity game editor.
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In the , make sure the is correct, and then click :Scene Annotation ToolSelected ObjectMake 2D Scene Entity
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Scene Annotation Tool UI after the desk is selected.
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This will create a plane under the selected game object:
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A plane has been created but is in the wrong location (on the floor).
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Adjust the position and size of the plane to be at the desired place. Make sure its orientation accords with the following rules:
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For ceilings, floors, and walls, the +y must point into the room.
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For walls, doors, and windows, +x must point right, +z must point up, and +y must point into the room. A wall with right orientation setup.
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For other panels, +y is the up direction. The plane is at the right location (on the table surface).
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Apply the correct semantic label.
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Scene Annotation Tool UI with semantic label.
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Note:
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Copy-pasting a bounded 2D entity plane is not currently supported.
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Each scene must have exactly one ceiling and one floor. Aside from that, you can freely choose which objects to label according to your particular use case.
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Scene entities are highlighted by Unity Scene Gizmos. You can choose to not have them highlighted by unchecking from the scene gizmos menu:Bounded 2D/3D Entities
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Unity Scene Gizmos with Bounded 2D and 3D Entities highlighted.
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Optional: Displaying Client Positions in the Server Project
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In the case of multiplayer simulation, it is helpful to know where each player is located when the server is running. The Synthetic Environment Builder offers the ability to create “position marks” for each player. Each position mark is a uniquely colored cube in the scene: Top-down view of a synthetic living room environment with three colored cubes.
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To add position marks:
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Make sure the view of the main camera includes the entire scene. We recommend making it top-down.
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Add a Unity layer named :Position Marks
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Unity "Tags & Layers" Window with "Position Marks" added as a layer.
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Wrapping Up
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At this point, your server project should be ready to go. To validate, run it in play mode and connect it to an MR application running in the Meta XR Simulator. Check whether the application has correct passthrough and scene information. We recommend using the Scene Manager sample. Synthetic office scene with all scene entities highlighed in blue. Then, you can build your server project and use it as a synthetic environment server.Build Your Own Synthetic Environment Server
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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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Overview
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The Synthetic Environment Builder lets you use your own synthetic environment for mixed reality simulation in the Meta XR Simulator. It is a UPM package that you can import into your Unity project containing a synthetic environment, and turn that project into a Synthetic Environment Server.
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Requirements
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You will need to have a space setup already available in your headset. Once you download the latest OS, go to Settings > Physical Space > Space Setup > Set Up and follow the instructions to set up your space.
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Adding Scene Information
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Install the Meta XR Simulator package.
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Install the SceneDataRecorder APK in the Meta XR Simulator package by going to \\MetaXRSimulator\data_recorders.
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Install the same APK in your headset.
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Grant storage permissions to record Scene data in your headset. Go to Settings > Apps and find the SceneDataRecorder Sample. Set storage to enabled. Grant storage permissions to record scene data
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Record your Room Capture
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Run the application to initate and complete space setup. Once you select Finish, the room will be recorded into a JSON file, scene_anchors_empty_room.json in the headset. Complete space setup
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Move this file from the headset to the Meta XR Simulator project folder. To do this, run the following command in powershell.
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adb pull /sdcard/scene_anchors_empty_room.json
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xrsim package folder\config\anchors
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Test the new scene in the Meta XR Simulator
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Enable the Scene API in the Meta XR Simulator by going to Settings and select Scene. Go to Meta XR Simulator settingsEnable scene API using Meta XR Simulator
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Click the … button and select the new Scene json file.
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Click the Load button.
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Click the Exit Simulator button. If you are using Unity, the scene will now stop and the simulator window will correctly disappear.
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If you are developing using Unity, press play in Unity. When the simulator window appears you will see your new scene now appearing in the simulator. Enable scene API using Meta XR Simulator
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Note
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When SES is running, you will see both the SES environment and the data from the scene JSON file together at the same time. To see only the data from your scene json do the following: Exit the simulator, stop the SES server, and then press play. You will now see the scene json data independent of the SES environment.Build Your Own Synthetic Environment Server
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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.
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Overview
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