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Unity xr sdk
Unity xr sdk









Set the Tracked Pose Driver to use the “Center Eye” as the pose source, and untick the “Use Relative Transform” option.Add a Tracked Pose Driver component to the main camera game object in your project.

unity xr sdk

The Tracked Pose Driver is now recommended for camera tracking:

unity xr sdk

Once downloaded, the XR Management package will take you to Project Settings, where loading and management of supported XR platforms takes place (see screenshot below). XR Management is also needed to make the XR Settings show up in Project Settings. The XR Management package will now serve as the main entry point for loading the right package for each target SDK/platform and managing respective settings. Instead of going to Player Settings as a first step, the settings for XR and SDKs will now appear under Project Settings.

  • Select the target SDK/platform from Available.
  • Download the Loader for each SDK/platform you want to build for (e.g., the Oculus Loader).
  • Download the XR Management package from Package Manager.
  • If you still don't see it, you may need to switch to "All Packages", in the drop-down below the Packages tab. This should make the XR Management package appear. Open it, and you will see "Show Preview Packages". In the package manager menu, there is an "Advanced" drop-down by the search bar.
  • These package are preview packages, so you will need to enable the ability to see preview packages first.
  • To use the new packages, do the following: The new plugin architecture has changed how Unity loads and manages SDKs of your target platforms. We plan to deprecate the integrated AR/VR packages in Unity 2019.3.ĭeveloping for AR/VR Platforms on Unity 2019.2 Starting with Unity 2019.2, there will be new preview packages for our supported AR/VR platforms that use the new plugin architecture, with the goal of being production-ready by Unity 2019.3. We will be adding support for other devices that support AR features in the future.

    unity xr sdk

  • Faster updates via the Unity Package Manager (e.g., the “Oculus XR Plugin” package is able to be updated outside of major Unity editor release cycles)ĪR Foundation, the recommended approach for building AR applications on handheld devices, was also built upon this new architecture.
  • These subsystems implement groups of related functionality (e.g., camera, depth, display, input, etc.) and expose them as low-level managed C# APIs to developers, resulting in the following: The core part of our new plugin architecture is formed by subsystems. As a result, this changes how settings are stored for AR/VR build targets, and how the SDKs for each supported platform are loaded. The Unity XR team has been working hard to improve our multi-platform offering, which includes a new plugin architecture.
  • PSVR (Released August 6th 2019: You can find it via the Unity forum on Sony's Developer site.).
  • Windows MR VR (Released June 19th 2019).










  • Unity xr sdk