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xrInteractionToolkit.md

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Unity's XR Interaction Toolkit

ISAR supports Unity's new XR Interaction Toolkit and Input System for use with the Oculus Quest 2 Client.

Getting Started

Prerequisites

First Installation

  1. Follow the steps listed in First Installation
  2. Import XR Interaction Toolkit into project via Package Manager

Project Configuration

Follow the steps listed in Project Configuration.

Scene Configuration

When configuring the scene, or setting up action bindings, all bindings must be made to the XR Controller path. Bindings to paths other than XR Controller are not guarenteed to be supported. For more information on action bindings, see Unity's Documentation.

  • In the Scene, add an XR Rig (GameObject -> XR -> Room-scale/Stationary XR Rig (Action-based)) selecting:
    • Room-scale for users who will be standing
    • Stationary for users who will be sat
  • An XR Rig GameObject will appear in the scene

  • Confirm the Main Camera (XR Rig -> Camera Offset -> Main Camera) Tracked Pose Driver component is as below

  • Set up action bindings for the Left/RightHand Controller (XR Rig -> Camera Offset -> Left/RightHand Controller), see the left hand example set up below. This example binding has been taken from the bindings in WorldInteractionDemo scene from Unity's XR Interaction Toolkit Examples

Change Controller Visualization

  • Select the controller which should be changed, i.e. Left/RightHand Controller
  • Set the model within XR Controller (Action-based) -> Model -> Model Prefab to the intended controller model

First Run

Follow the steps listed in First Run.

Troubleshooting

The below list contains specific issues that may occur when running the ISAR SDK with Unity's new XR Interaction Toolkit and Input System. For all other troubleshooting issues, see Troubleshooting.

  • The Game view requires window focus when running in the editor. If focus is not given, input data will not be updated.