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charlieBoyer's avatar
charlieBoyer
Honored Guest
30 days ago

Can I use the OVR Manager alongside Unity's XR Origin Rig ?

Hello ! I'm a student making a game on Meta Quest 3.

I'm leveraging Unity' XR Interaction Toolkit to make most of the game but I'm wanted to enable some Meta Quest native features.

Notably, I wanted to use the OVROverlayCanvases but this imply using the OVR Manager as well.
I desperately attempted to find any source of information about using both Unity's built-in XR systems and the ones provided by the Meta XR Core SDK, to no avail so far.

Is dealing with both simultaneously a no-go or is there some critical configuration to make it work ?
Does Unity's XR Origin or the OVR Manager take precedence over the other (specifically on the Tracking origin mode) ?

Thanks a lot for your help and your time !

1 Reply

  • iByte's avatar
    iByte
    Start Member

    Hi maybe not directly relevant to your question Valem did a 3 part tutorial where he reused some prefabs from the Unity VR Mutliplayer sample which uses XRIT and he added it to his demo golf  game based off the Meta building blocks - so kind of the reverse of what your asking 

    https://github.com/Meta-Horizon-Start-Program/Tiny-Golf/tree/main

    I agree it would be great if someone from Meta or Unity did a session on what can be mixed and matched between both from a rig and interactions perspective. Meta? Unity? how bout it?


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