05-06-2024 02:25 PM - edited 05-06-2024 02:26 PM
Hi there, I have a simple question for anyone who can answer it. Are there examples of apps that are live right now that transition from Mixed Reality to Virtual Reality? Is this something that is permitted within the bounds of the current Unity All-In-One SDK? I have a client who wants to make a critical narrative moment out of starting an experience with a few objects in Mixed Reality, inviting you over to a certain vantage point outside of where you're currently standing but near you, and then switching to fully-immersive VR once you enter the trigger point.
Is this something that someone has done before? Is there a way to toggle between the passthrough of Mixed Reality functionality and a fully-rendered environment like the old days? Alternatively, has anyone faked this before by e.g. messing with the passthrough visiblity in scripting and then throwing up a skybox or something similar?
I'm just starting the initial R&D phase of this project and am just getting started with the Presence Platform but I have been doing both Unity and Unreal-based Oculus development since the early days. Just trying to reach out to the community early on to get some insight into precedent as I start to dig into the SDK myself.
Thanks!
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05-07-2024 12:15 AM - edited 05-07-2024 12:18 AM
Absolutely, you can just disable the passthrough layer and enable skybox rendering when you want to switch back to VR.
I have an app where users can manually toggle between MR and VR, and many others do as well.
Oculus’ First Hand demo has MR and VR sections that flow into each other automatically.
05-07-2024 12:15 AM - edited 05-07-2024 12:18 AM
Absolutely, you can just disable the passthrough layer and enable skybox rendering when you want to switch back to VR.
I have an app where users can manually toggle between MR and VR, and many others do as well.
Oculus’ First Hand demo has MR and VR sections that flow into each other automatically.
05-07-2024 11:03 AM
Awesome, thank you 🙏
05-07-2024 09:55 PM
Yes, there are two solutions i had explored:-
1. As @jtriveri suggest to disable the passthrough layer and enable the skybox rendering.
2. This is my fav method by using the shaders, You can create a custom shader which use as a shader masking technique who's render queue is 2000, and here interesting part is you can add some beautiful effects while transition from MR to VR.