Forum Discussion
dario.maciel
3 years agoStart Member
Spatial Anchor on Unreal - Samples and how to do it
I managed to install the sample. I took a look at it. I understand the idea but no matter what I tried, i cant start a project and develop spatial anchor from start. I would like to start a simple...
Shenksu
2 years agoExplorer
Thank you for your answer :). This requires access to the dedicated oculus framework i guess?! Iam actually on a different way: I try to access the points of the chaperone/guardian playarea. I read couple of things about it. People wrote there is a "Steam VRChaperone"-component that can be added a player pawn or a "Get Guardian Points"-node (oculus) to retrieve points which define the playarea. This also sounds reasonable to me i highly assume these points will always match real world positions, which would be perfect to interlock virtual objects in the given playarea.
But i dont find the named component nor the the named oculus node. I guess it requires some steam/oculus propreitary plugins that provide these component/nodes. Since ue only ships with openxr, there is no steam/oculus related component/node but only stuff for the generalized openxr stuff.
So maybe you have some insight about how to fetch chaperone/guardian data from openxr ?
- dario.maciel2 years agoStart Member
i dont think you can access the points on the guardian (i dont know how and even if its possible). you can access the boundaries of it. but to make virtual objects at specific phisical place just use the spatial anchor.
As far as I know, you need to use all the nodes from oculus (now MetaXR with you are using unreal 5). The only node from OpenXR that works with oculus are the Get Eye Gaze (something like that) to do eye tracking with meta quest pro.
The steam node you talked about could work with you are developing a PC/Steam aplication and just use the meta quest as a display device (using air link, for example). But I never used steam vr or anything, so good luck
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