DepthAPI 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 :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?)980Views0likes1CommentQuest 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!1.4KViews0likes2CommentsAR 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