![]() This will remove the main camera in the scene, and substitute it with a cross-platform XR rig that lets the user move in the room. In Unity menus, select GameObject -> XR -> Device Based -> Room-Scale XR Rig. This is the fantastic scene we’re going to build Unity has created for you a scene in the project called Sample Scene. I don’t know if this is necessary, but I usually set it this way while I get used to the new Input System. In the Player tab, “Other Settings” group, look for “Active Input Handling” and choose “Both” and then let Unity reboot. If a popup asks you something about an input system, answer “Yes” and let Unity reboot.Īfter the reboot, select Edit -> Project Settings…. How to install the XR Interaction Toolkit in Unity Select it, and the hit the button “Install” on the lower-right corner of the window to install it inside your project. ![]() Now on the left side of the popup, you should see the “XR Interaction Toolkit”. In the search box of the popup that gets shown (it is on the upper-right corner), write “Interaction”, then click on the listbox next to it (the one with the “Advanced” label) and choose “Show preview packages”. To add it, head to Windows -> Package Manager…. Thanks to it we can just specify for instance that the left hand can grab objects and that a cube in the scene can be grabbed, and this way we will be able to grab a cube with our left hand and throw it with all the headsets that the XR Interaction Toolkit supports. ![]() This is very useful to add to our VR experience all the most basic interactions (grabbing, throwing, teleporting, etc…) so that they are cross-platform and cross-device. The other one that we need is the XR Interaction Toolkit. This is one of the two components that will make our solution cross-platform in an easy way. The XR Plug-in Management is Unity’s new framework to manage multiple VR platforms in an easy way inside your Unity project. You should see a big button to install the XR Plug-In Management. Once Unity is open, head to Edit -> Project Settings… and open the settings of the project. I have even published an app just with a Unity Cube on App Lab! Add Unity cross platform management to Unity Yes, Unity Cube is love, Unity Cube is life. So, let’s start by creating a new Unity project, a 3D one, and let’s give it a cool name, like “CrossUnit圜ube”. The version of Unity I’m going to use is 2019.4.10f1 LTS, and for other versions the procedure may be slightly different. I will guide you step by step in this tutorial, but I will assume you have at least a basic understanding of Unity. This means that if you use these two frameworks, you can easily make an application that works both with the Quest and the Vive Focus Plus. I didn’t know about it, because it hasn’t been advertised much, but now Vive Wave is compatible with the Unity XR Plugin Management and the XR Interaction Toolkit. If you are a textual person like me, don’t worry… for you there’s also a written tutorial! How to make a VR application compatible with Oculus, Wave and Steam VR runtimes I made a video about how to develop an Oculus+Wave+SteamVR compatible Cube application in Unity, and you can find it here below! In it, I will develop it right in front of you and explain step-by-step the development and the final results. Remember that most probably a new HTC Vive standalone headset is coming, and it could be an interesting opportunity for all the VR devs to publish content for it, so it’s better that you know how to create content that is compatible with both the Quest and this new device.Īre you ready to learn how to adapt your content easily to all devices? How to make a cross-platform VR application in Unity – Video Wave), so that one side they can earn more money because their games will be available on more places, and on the other side, they can give more life to the Oculus Store alternatives, so that we can have a more competitive VR landscape! So let me show you how it is easy to create cross-platform VR content in Unity! I will develop the wonderful “ Unity Cube app” (yes, always that one!) and make it work with Oculus Quest, Vive Focus+ and all other Vive Wave standalone devices… plus all PC SteamVR-compatible headsets! Writing this, I hope that more indie developers will consider porting their games also for other standalone platforms (e.g. Stay tuned, because amazing news about HitMotion are coming soon!
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