Unity 6.1 + Meta Quest + Building Blocks + Simple Interactable
Probably so simple... but I've been stopped here for days... Steps so far: I start a new project with Unity 6.1 with template "Mixed Reality (MR) core" Switched to Android platform on build profiles Imported Meta XR all in one package Imported Meta MR Utility Kit package Removed all items on my sample scene Executed Meta XR Tools -> project setup tool Selected OpenXR Plugin on the XR plugin management Added Building Blocks "Camera Rig" + "Passthrough" + "Controller Tracking" + "Ray Interaction" Placed a game object (mesh + material) on the scene and added a collider to it and a "Ray Interactable" script Up to this I run and everything goes right: my object appears on the scene, the passthrough works well and I can use my hands or the controllers to display a ray that impacts the object with the required cursor. What I cannot reach is to detect ray events on the object: I would like to change the color of the object material when the ray enters into the object or to make the object dissapear if I press the trigger on the controller when the cursor is on it (I guess the 'select' or 'activate' event, I tried both). So simple... but so hard to achieve... I have tried to add a "XR Simple Interactable" script the same level as the "Ray Interactable", but does not work. Is there anything on my project config wrong? If I use the "Project Validation" on the XR Plugin Management there are no error nor warnings. Is there anyone who can give me some light on it? maybe any free o paid tutorial on how to configure the environment for this case? Many thanks in advance!169Views0likes1CommentDepthAPI Occlusion Lit conflict with stencil shader
Hi there, I'm currently working on creating a local multiplayer XR experience that involves both portal effects (using a custom stencil shader) and DepthAPI to allow players to see each other in a shared space.I've managed to get DepthAPI and the stencil shader to work individually, but I can't figure out how to combine them. The main issue is that DepthAPI, which uses the depth sensor of the Meta Quest 3, recognizes physical walls around players and prevents pixels of objects that are virtually further from the headset than the walls from being drawn. So, while the portal stencil works, it can't render the "outside" of the room. Do you have any ideas on how to deal with this? I'm not skilled enough in shaders to resolve it on my own. Here some screenshots of my current progress :2.2KViews0likes8Commentshaving error CS0234 after i download sample from Meta MR Utility Kit
This error shown when I download sample Meta MR Utility Kit 60.0.0. I tried to re-import the sample after I update Meta MR Utility Kit to version 62.0.0. The same error shown. Is there any way to debug it other than just delete this FurnitureResizer.cs file? Error Message: Assets\Samples\Meta MR Utility Kit\62.0.0\Virtual Home\scripts\Resizer\FurnitureResizer.cs(51,61): error CS0234: The type or namespace name 'InvSqrt2' does not exist in the namespace 'Utilities' (are you missing an assembly reference?)1KViews0likes1CommentQuest 3 passthrough Masking Question
I've been trying to figure out how to replace the passthrough video ceiling with a VR scene like in the First Encounters demo or the Discover app on Github. I've tried working with the layers and copying the shaders from the Discover app, but haven't made any progress. Does anyone by chance know how to mask the passthrough video to reveal the VR scene underneath? I would be super grateful for any advice. Thanks!1.5KViews0likes2CommentsAR Foundation's Plane Detection in Unity not work on Quest3.
I created an app made with AR Foundation's Plane Detection in Unity and built it for Android running on Quest3 and it does not detect anything but walls. I created an app made with AR Foundation's Plane Detection in Unity and built it for Android (Meta Quest3). When I install that app on Quest3 and launch it, the walls of the room become colliders, but the colliders of other furniture such as beds and shelves are ignored. I think the problem is in the way the app is made, because Quest3's Room Setup detected the furniture correctly and created the mesh. I thought from this article that I could use AR Foundation's Plane Detection to create an app with room furniture as colliders, but.., https://blog.unity.com/engine-platform/get-started-developing-for-quest-3-with-unity I referred to the following for how to make AR Foundation's Plane Detection. https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/manual/features/plane-detection.html https://docs.unity3d.com/Packages/com.unity.xr.meta-openxr@1.0/manual/features/plane-detection.html The various versions are as follows Unity 2021.3.18 AR Foundation: 5.1.0-pre.6 OpenXR Plugin: 1.7.0 Unity OpenXR Meta: 1.0.0 Does anyone have any idea what could be causing this, or is anyone else experiencing the same problem? Or does anyone know of a page that explains in detail how to create an application that makes furniture into a collider?2.6KViews0likes1Comment