Комментарии:
Is this OVR only or can we use it in OpenXR?
ОтветитьOne of the thing I encountered while trying to test the Depth API is that the new Meta XR All-in-One SDK is automatically moved to Packages instead of Assets. This isn't the biggest issue, but then all the materials within that packages are pink and no matter how I try to implement them via Universal Render Pipeline, it always automatically goes back to pink... Also the Meta/Occlusion does not exist in the new Meta XR All-In-One... I'd love to know if anyone found a solution to that
ОтветитьWould be nice to check out using integration toolkit since Oculus Integration is getting depreciated. (Thank the godesses)
ОтветитьThanks for the great video but I got stuck at the Invisible Plane part. When I search for `InvisblePlane` in unity there are no results. Any idea where to find invisible plane ?
Ответитьthe tutorial helped a lot while developing for mixed reality, thanks a bunch! But I witness a strange bug, while exporting the build via 'build and run' the occlusion works perfectly but starting it with the Quest on its own over unknown source, the gameobject with the depth shader isn't visible at all, does anyone know how to fix this? bit frustrating while you changed nothing in previous export steps.
ОтветитьGreat tutorial, but despite this video was posted 2 weeks ago, Oculus Integration is now Deprecated. Now it changed to Meta XR Core and others, and it seems bugged
ОтветитьMeta has released the new Meta XR All-in-One SDK in the Unity Asset Store in recent days, and Oculus Integration has deprecated. However, when I install it from Unity Package Manager, there is an error log in the console indicating that "[Package Manager Window] Cannot perform upm operation: undefined == true [UpmError_NotFound].
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()". Therefore, I can't successfully import Meta XR All-in-One SDK to my Unity. It is very strange.
🎉 This is very nice 👌
I'm building a similar project and I would like to collaborate and learn
Awesome video!
I'm wondering if/how it's possible to place a object on top of the "real" table, right from the start. Am i able to get "access" to the informations about the furniture, made by the Quest user ?
Oculus Integration deprecated today :O New Meta full suite launched!
ОтветитьThis is so cool! Your channel is so underappreciated and deserves more subscriptions. Do you know if it works with a Quest Pro (from the documentation, it seems this only works on a Quest 3)?
ОтветитьAwesome content as always! Would love to see one using AR foundation, I am super interested in Image tracking for content placement. I find Anchors super tedious so Image tracking would be awesome to align my scene to the real world
ОтветитьWhen i use the depth API shader on a material it makes the object turn transparent, any suggestion?
ОтветитьThank you Dilmer! Great tutorial as always! Bytheway I have an error after doing the imports of Depth API and Oculus Integration, the system tells me "XRDisplaySubsystem' does not contain a definition for 'GetRenderTexture' and no accessible extension method..." any clue about this?
ОтветитьPerfect! can you do one using unreal?
ОтветитьGreat, expecting more Depth API tutorials!
Ответитьhey not sure if anyone else tried this tutorial yet? but it seems the toggler is put in the scripts folder, but then not put in the scene and configured?
I saw in the video you dont do that, but somehow the toggler seems to work for you? I had to set it up with steps I figured out myself
> make empty gameobject called toggler
> drag toggler script onto it
> in the inspector, in the occlusion toggler script, I selected the "Environment Depth Occlusion" node as the Occlusion Controller
This seems to make this difference and it worked
couldn't download the robot asset, seems the asset store is down for me today, anyone else?
hey man,
Thank you for the hard work. I really learned a lot from you.
great sample!
ОтветитьNow you got me! Waiting for this to get into dev of mr. Thank you so much.
ОтветитьGreat, thanks a lot for the tutorial :) I have one question, is the Depth API also working when running the app in Unity Editor using quest link?
Ответитьhave you had issues with the app crashing? my quest 3 asks for the room set up then after the "made with Unity" logo, the app crashes. Any thoughts? exp features are enabled. Thanks!!!
ОтветитьThank you very much for your content you´re always ahead. I'm developing for Quest 3 and my goal is Mixed Reality and your content is always amazing and deep. You´re my number resource for VR/MR keep the great work, from a brazilian fan.
ОтветитьDid you try implementing using URP?
When I try, unity tells me there's multiple errors in the shaders and objects turn invisible when using them
Muy bueno! gracias por compartir. excelente info
ОтветитьHave you had a chance to compare the oculus integration tools with the new ar foundation mr template? With the vision pro coming out, I'd like to be able to reuse as much code as possible with ar foundation.
ОтветитьWell, it's interesting for sure, but so clearly very early days for this kind of tech. It's going to take maybe a couple of headset generations more before the occlusion really looks good enough imo.
ОтветитьThank you for another great tutorial. Byt I have oné question.
Is there any option to access heart rate from Meta Move?? In some kind od game it´s accassable byt is ti also accassable in Unity? I mean any api etc.??
Thank you for you great work!!!
Finally realtime depth for VR!)
ОтветитьYou are amazing bro..! We want more videos for quest 3..!!
ОтветитьBeen waiting for this since 2017... 😀. Problem now is buying the Quest3 or wait for competitors like Apple, Samsung... This tech is not yet inexpensive...
ОтветитьThat was impressive!
ОтветитьThis is sick!!! Damn you for making me want to get a q3 😂
Ответитьthanks bro.
ОтветитьAmazing
Ответить❤❤❤❤
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