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Bitwaker's avatar
Bitwaker
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2 years ago
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Is the Interaction SDK enough for a VR App? would it be better to start from the All-In-One?

I still need to find my way through all the SDKs proposed by Meta. I'm a little bit confused about the one to pick... from what I can see the Interaction SDK is enough to create a VR experience, without the need to install the All-In-One pack... but I have a couple of questions: 

- Core XR SDK: the name sounds like something that MUST be included. In my project I haven't included it but I can compile and run my app without any issue. Is this just a misleading name? 
- Audio XR SDK: could I use the default Unity system or should I use this SDK? what's your take? 
- Interaction SDK: Am I correct saying that this is the only SDK I need to have a VR App (...capable to manage handtracking and controllers) ? In general I feel that for my App I don't need all the stuff included in the All-In-One. Big_Flex could you help with this question 🙂 ?  






  • Hi Bitwaker, thanks for tagging me! 

    • Core XR SDK is required for the All-in-One SDK. It's not required with the standalone Interaction SDK.
    • I haven't used the Audio XR SDK or compared it to the default system, so I don't have an informed opinion here. My first thought would be to try using the default Unity system, then switch to the Audio XR SDK later on if there's something the default system lacks. 
    • Yes, Interaction SDK is all you need for your VR app if you just want hand tracking and controllers and interactions for them. I write all of the Interaction SDK documentation, so if the docs are missing info you're looking for or something is unclear, let me know.

      I hope that helps--if you have any additional questions about Interaction SDK, please keep tagging me 🙂 

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  • Big_Flex's avatar
    Big_Flex
    Meta Employee

    Hi Bitwaker, thanks for tagging me! 

    • Core XR SDK is required for the All-in-One SDK. It's not required with the standalone Interaction SDK.
    • I haven't used the Audio XR SDK or compared it to the default system, so I don't have an informed opinion here. My first thought would be to try using the default Unity system, then switch to the Audio XR SDK later on if there's something the default system lacks. 
    • Yes, Interaction SDK is all you need for your VR app if you just want hand tracking and controllers and interactions for them. I write all of the Interaction SDK documentation, so if the docs are missing info you're looking for or something is unclear, let me know.

      I hope that helps--if you have any additional questions about Interaction SDK, please keep tagging me 🙂 
    • Bitwaker's avatar
      Bitwaker
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      Thank you for providing such a clear answer. The only concern I have with the documentation today is the lack of clarity regarding the full set of SDK. This led to my previous confusion. I understand that this may not fall under your responsibility as a member of the Interaction SDK team, but I believe it's important to enhance the introduction to clearly explain the purpose of each SDK and how they can be utilized together. 

      Also the fact that the "All-in-One" is at version 60.0 and the interaction SDK reached 62.0 was quite confusing while trying to understand where to start 🙂 does it mean that the All-In-One is still using interaction SDK 60? or just they move with a different version number... (this is a topic for another question... 🙂
       

      • Big_Flex's avatar
        Big_Flex
        Meta Employee

        I completely agree with you that the documentation set should explain how the SDKs work together. That's been a sticking point before for me as well as other people trying to use multiple Meta SDKs. I'll pass your feedback to the team that handles the docs for the entire set of SDKs 🙂 

        The All-In-One is now using Interaction SDK v62, but originally the All-In-One release was delayed, so it was stuck with v60 of Interaction SDK for a few days. That should be fixed now!

        Also, in my original answer I incorrectly said that Interaction SDK requires the XR Core SDK and includes it. That was incorrect, so I've updated that part of my answer.

  • Personally I'd say the Audio SDK is pretty much indispensable for its spatialization.  You won't get that quality out of the box with Unity. After importing the package all you need to do is set it as the Spatialisation plug-in in Audio settings (https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity-req-setup/) then add the Meta XR Audio component to any component with an Audio Source (https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity-spatialize/) 

    Proper 3D audio makes a huge difference to any VR experience.

    • Bitwaker's avatar
      Bitwaker
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      Thank you! this is a very great hint. I'm going to import the Audio SDK and the Interaction SDK to start my new project.