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Ludic Worlds
Czechia
Registrace 22. 02. 2021
Learn the Art & Science of Creating Virtual Reality Experiences
I am a professional VR developer, with over 20 years experience in games and interactive media. My passion for VR began back in 2013, when I acquired my first VR headset: an Oculus DK1. I remember loading up the Tuscany demo, and being completely awestruck!
Since then, I have been working primarily in VR. A decade on, and my passion for VR has not abated.
Indeed, I’m keen to help others join in on the fun!
This has led me to creating this channel, which features easy-to-understand tutorials on XR development (using the Unity game engine). Whether you're a beginner or a seasoned developer, my goal is to help you understand the fundamentals of XR development, and show you how to create amazing experiences for your users.
I am a professional VR developer, with over 20 years experience in games and interactive media. My passion for VR began back in 2013, when I acquired my first VR headset: an Oculus DK1. I remember loading up the Tuscany demo, and being completely awestruck!
Since then, I have been working primarily in VR. A decade on, and my passion for VR has not abated.
Indeed, I’m keen to help others join in on the fun!
This has led me to creating this channel, which features easy-to-understand tutorials on XR development (using the Unity game engine). Whether you're a beginner or a seasoned developer, my goal is to help you understand the fundamentals of XR development, and show you how to create amazing experiences for your users.
Get 'AR Foundation Samples' Running on Meta Quest 3
Learn how to get Unity's 'AR Foundation Samples' project running on your Meta Quest 3. This tutorial covers configuring build and project settings, then deploying the project to your Quest 3.
▬ Support My Work ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
❤️ Support me on Patreon: www.patreon.com/ludicworlds
☕ Buy me a coffee: ko-fi.com/ludicworlds
Thank you for your support!
▬ Timestamps ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
0:00 - Intro
1:13 - Download Project
1:46 - Open Project In Unity
2:10 - Build Settings
3:01 - Open Menu Scene
3:29 - Import Newtonsoft Json
4:35 - Project Settings
5:51 - Build And Run
7:02 - Outro
▬ Useful Links ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
► github.com/Unity-Technologies/arfoundation-samples
► Newtonsoft Json - Package Name:
com.unity.nuget.newtonsoft-json
► 'How to make a Mixed Reality app for the Quest 3': czcams.com/play/PLWcLPdrF6kOno_LNP846xfzeWYl5h6S5I.html
► 'AR Foundation' docs: docs.unity3d.com/Packages/com.unity.xr.arfoundation@6.0/manual/index.html
▬ Credits ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
► Music by - CO.AG Music: www.youtube.com/@co.agmusic
#Unity #Quest3 #mixedreality #VR
▬ Support My Work ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
❤️ Support me on Patreon: www.patreon.com/ludicworlds
☕ Buy me a coffee: ko-fi.com/ludicworlds
Thank you for your support!
▬ Timestamps ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
0:00 - Intro
1:13 - Download Project
1:46 - Open Project In Unity
2:10 - Build Settings
3:01 - Open Menu Scene
3:29 - Import Newtonsoft Json
4:35 - Project Settings
5:51 - Build And Run
7:02 - Outro
▬ Useful Links ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
► github.com/Unity-Technologies/arfoundation-samples
► Newtonsoft Json - Package Name:
com.unity.nuget.newtonsoft-json
► 'How to make a Mixed Reality app for the Quest 3': czcams.com/play/PLWcLPdrF6kOno_LNP846xfzeWYl5h6S5I.html
► 'AR Foundation' docs: docs.unity3d.com/Packages/com.unity.xr.arfoundation@6.0/manual/index.html
▬ Credits ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
► Music by - CO.AG Music: www.youtube.com/@co.agmusic
#Unity #Quest3 #mixedreality #VR
zhlédnutí: 642
Video
How to make a Mixed Reality app for the Quest 3 - Part 6: Bounding Boxes
zhlédnutí 616Před měsícem
This is the sixth part of a short tutorial series, in which you will learn how to create Mixed Reality experiences on the Meta Quest 3. We will be building our app in the Unity game engine, using Unity's native 'XR Interactive Toolkit'. In this video, we take a look at Bounding Boxes. 📀 Get the completed Unity Project here: www.patreon.com/posts/project-source-3-105477211 → Next Video • Coming ...
Upgrade to 'Unity OpenXR: Meta 2' - Part 2
zhlédnutí 621Před měsícem
Version 2 of the 'Unity OpenXR: Meta' package has been released! This is the second part of a tutorial, in which I show you how to upgrade your Meta Quest project to this new version. ← Part 1: czcams.com/video/N6A4bEzUf8g/video.html 📀 Get the fully upgraded Unity Project here → www.patreon.com/posts/project-source-3-102940793 ▬ Support My Work ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ❤️ Support me on Patreon: www.patr...
Upgrade to 'Unity OpenXR: Meta 2' - Part 1
zhlédnutí 1,2KPřed 2 měsíci
Version 2 of the 'Unity OpenXR: Meta' package has been realeased! In this tutorial I show you how to upgrade your Meta Quest project to this new version. This tutorial is divided into two parts: This part will guide you through updating the necessary packages and project settings. The second part will show you how to restore some missing functionality (due to changes in AR Foundation's API). → ...
How to make a Mixed Reality app for the Quest 3 - Part 5: Raycasts & Anchors
zhlédnutí 2,6KPřed 3 měsíci
This is the fifth part of a short tutorial series, in which you will learn how to create Mixed Reality experiences on the Meta Quest 3. We will be building our app in the Unity game engine, using Unity's native 'XR Interactive Toolkit'. In this video, we take a look at Raycasting and Spatial Anchors. → Next Video • Coming soon! ← Previous Video • How to make a Mixed Reality app for the Quest 3 ...
How to make a Mixed Reality app for the Quest 3 - Part 4: Using Planes
zhlédnutí 4,6KPřed 4 měsíci
This is the fourth part of a short tutorial series, in which you will learn how to create Mixed Reality experiences on the Meta Quest 3. We will be building our app in the Unity game engine, using Unity's native 'XR Interactive Toolkit'. In this video, I will show you how to spawn some interactive cubes on top of a 'Table' plane. We will set up a Touch Controller, so that you can grab the cubes...
How to make a Mixed Reality app for the Quest 3 - Part 3: Plane Visualization
zhlédnutí 6KPřed 5 měsíci
This is the third part of a short tutorial series, in which you will learn how to create Mixed Reality experiences on the Meta Quest 3. We will be building our app in the Unity game engine, using Unity's native 'XR Interactive Toolkit'. In this video, I will show you how to create your own custom 'Plane Visualization'. I'll also show you how to set up a Touch Controller button, so that you can ...
How to make a Mixed Reality app for the Quest 3 - Part 2: Plane Detection
zhlédnutí 9KPřed 6 měsíci
This is the second part of a short tutorial series, in which you will learn how to create Mixed Reality experiences on the Meta Quest 3. We will be building our app in the Unity game engine, using Unity's native 'XR Interactive Toolkit'. In this video, we will look into the Quest's 'Space Setup', and the 'plane' data that is generated from this room scan. We will begin to explore how to visuali...
How to make a Mixed Reality app for the Quest 3 - Part 1: Passthrough
zhlédnutí 31KPřed 7 měsíci
This is the first part of a short tutorial series, in which you will learn how to create Mixed Reality experiences on the Meta Quest 3. We will be building our app in the Unity game engine, using Unity's native 'XR Interactive Toolkit'. In this first video, I will show you how to set up a Unity project for Quest 3 Mixed Reality development. I will then show you how to activate 'Pass-through'. L...
Introduction to Unity's XR Interaction Toolkit - Part 6: XR Grab Interactable
zhlédnutí 2,5KPřed 9 měsíci
This is the sixth part of a short tutorial series, in which I cover the basics of using Unity's XR interaction Toolkit (version 2). In this video, we will take a look at the 'XR Grab Interactable' component. We will go through its basic settings, and see what affect these have on how the Interable responds to an Interactor. → Next Video • Coming soon! ← Previous Video • Introduction to Unity's ...
Create a GPT driven NPC using Inworld AI - Part 3: Unity VR Setup
zhlédnutí 2,7KPřed 10 měsíci
Talk to your AI characters in VR! This is the 3rd part of our tutorial series on Inworld's AI character creation platform. In this video, I show you how to convert your Inworld Unity project into a VR Experience (running on the Meta Quest2). ← Previous Video • Create a GPT driven NPC using Inworld AI - Part 2: Import Character into Unity: czcams.com/video/BI4CYExdptA/video.html ▬ Support My Wor...
Create a GPT driven NPC using Inworld AI - Part 2: Import Character into Unity
zhlédnutí 3,1KPřed 11 měsíci
Create a GPT driven NPC using Inworld AI - Part 2: Import Character into Unity
Create a GPT driven NPC using Inworld AI - Part 1: Character Creation
zhlédnutí 3KPřed rokem
Create a GPT driven NPC using Inworld AI - Part 1: Character Creation
Exploring the Fusion of Unity & Chat/GPT AIs
zhlédnutí 2,1KPřed rokem
Exploring the Fusion of Unity & Chat/GPT AIs
Create a Skybox using AI (and import into Unity)
zhlédnutí 19KPřed rokem
Create a Skybox using AI (and import into Unity)
Introduction to Unity's XR Interaction Toolkit - Part 5: XR Direct Interactor
zhlédnutí 3,3KPřed rokem
Introduction to Unity's XR Interaction Toolkit - Part 5: XR Direct Interactor
Cryptocurrency "Landscape" - Data Visualization in VR
zhlédnutí 363Před rokem
Cryptocurrency "Landscape" - Data Visualization in VR
XR Interaction Toolkit Version 2.3 Released (Unity)
zhlédnutí 2,8KPřed rokem
XR Interaction Toolkit Version 2.3 Released (Unity)
Set up Unity's new XR Hands Package - OpenXR based Hand Tracking
zhlédnutí 10KPřed rokem
Set up Unity's new XR Hands Package - OpenXR based Hand Tracking
Introduction to Unity's XR Interaction Toolkit - Part 4: Grabbing Objects
zhlédnutí 4,5KPřed rokem
Introduction to Unity's XR Interaction Toolkit - Part 4: Grabbing Objects
Get Started With UltimateXR - Part 1: Demo & Setup
zhlédnutí 7KPřed rokem
Get Started With UltimateXR - Part 1: Demo & Setup
Introduction to Unity's XR Interaction Toolkit - Part 3: Action-based Input
zhlédnutí 4,9KPřed rokem
Introduction to Unity's XR Interaction Toolkit - Part 3: Action-based Input
Introduction to Unity's XR Interaction Toolkit - Part 2: XR Rig Setup
zhlédnutí 6KPřed rokem
Introduction to Unity's XR Interaction Toolkit - Part 2: XR Rig Setup
Introduction to Unity's XR Interaction Toolkit - Part 1: Import & Setup
zhlédnutí 9KPřed rokem
Introduction to Unity's XR Interaction Toolkit - Part 1: Import & Setup
This Outline Effect works great on Meta Quest 2! (Free Unity Asset)
zhlédnutí 4KPřed rokem
This Outline Effect works great on Meta Quest 2! (Free Unity Asset)
How to Optimize Unity Project Settings for Meta Quest 2
zhlédnutí 24KPřed rokem
How to Optimize Unity Project Settings for Meta Quest 2
How to use the Unity Asset Store (and get FREE Assets!)
zhlédnutí 4,5KPřed 2 lety
How to use the Unity Asset Store (and get FREE Assets!)
Get Started with Oculus Quest 2 Development - Part 6: First Unity Project
zhlédnutí 1,9KPřed 2 lety
Get Started with Oculus Quest 2 Development - Part 6: First Unity Project
Get Started with Oculus Quest 2 Development - Part 5: Install Unity
zhlédnutí 1,7KPřed 2 lety
Get Started with Oculus Quest 2 Development - Part 5: Install Unity
Hi, I see that you disable post processing completely, so there is no way to use post processing bloom effect on a quest 2 project?
The Quest 2 uses a tile-based rendering architecture, which makes full-screen render passes, such as those required for post-processing effects like "Bloom", quite expensive. While you can use post-processing effects if they are crucial for your app, it's important to be mindful of the potential performance impact.
@@LudicWorlds ok thanks, there is any difference with quest 3?
The Quest 3's GPU also uses tile-based rendering, so you still need to keep that in mind.
Thank you for free asset!
Hello, many thanks for the great tutorials and this video. After updating to Unity 6 (6000.0.7) with new AR Foundation package the outcome of the tutorial and also this sample project, the content in mixed reality freeze after some seconds (it could be 5 or 30) while with latest Unity LTS no. Does it happened to you as well? Thanks in advance!
After downgrading to 6000.0.5 it works again in case someone encounter the same issue
Strange, I upgraded to Unity 6 (6000.0.7) but wasn't able to replicate this. Was it happening in a particular scene?
Installed perfect. I did not have to do anything extra newtonsoftish... Running 6000.0.0.5f with HUB 3.8
That's great! Looks like there was a problem with the project's manifest file. Unity has recently pushed a fix to the GitHub repo: "Update manifest.json to include new Newtonsoft package dependency". github.com/Unity-Technologies/arfoundation-samples/commit/23b6685bfa42523849b4c4aa45bdaf337fdb1137
are unity still trying to take devs money?
i thinks yes
You explain so good. Love your videos.
Thank you, I really love your tutorials. However, in the new version of Inworld now, there is no longer the Inworld Player in the InworldController (I think changes are made to the PlayerController). Would you know how to reconfigure Inworld PlayerControllerRPM for the XR Origin Camera for the newer version? Thanks a million!
Thank you, I am glad you are enjoying my videos! :) It's been quite some time since I've looked at Inworld, so I don't know how to fix this in the current version. However, I've noticed that Inworld are now releasing 'Getting Started' tutorials on their CZcams channel. Maybe this Unity series can help? czcams.com/video/HRmTQF0CW7Q/video.html
How can we make Mixed Reality toggleable? In case we want players to be able to go from MR to VR? What components have to be disabled?
Best clear explanation from the scratch
could i not build, just play in unity by simulator?
THANKS BRO!!
Excellent tutorial as always. Wish list: Spatial anchor shared through cloud to enable FPS in Seethrough by aligning room scan orientation in two or more...
Thank you so much for this amazing video. It is really helpful! I have question, when will you cover a video on Target Priority mode in interactors?
I’ve just started my Master’s project which is completely mixed reality focused on quest 3. These tutorials are an absolute blessing! Thank you so much. Can’t wait for the next ones. Do you know if most of these OpenXR concepts are also applicable to the Meta all in one SDK?
Thank you, so glad they have been useful in your project! :) The concepts are indeed very similar, they have just been implemented in a different way. I would say that the 'XR Interaction Toolkit' makes it easier to port your project to different platforms. However, the 'Meta SDK' will give you the tightest integration with the Quest 3, and access to the latest features (so I would recommend it if you want to develop solely for the Quest).
hey do yo have a source code for this? im trying to make something very similar and im kinda stuck lol. please and thanks!
Thx
I must say that you are really good at explaining. i have tried to understand XR interaction toolkit for some time now. This is the firsttime that i have found a tutorial that really explain it good. Need to check your other videos.
Thanx for the tutorial But when I open the app there are no any planes visible. I am using AR feathered plane prefab. And I have already setup my room space too.
Hi, is there any method to import our developed characters ? Or maybe make the characters as a robot.
What is the difference between Hidden and All? Idk if its just me but I don't see much of a difference?
Very slow. generating images forever for me, and download works just for money.
Would love to see more videos about XRI. Also about the latest version 3.x
Thanks for the suggestion! My recent 'Mixed Reality' tutorial series also uses XRI, and I am currently extending this with some tutorials that use XRI 3. I plan, however, to cover XRI 3 more generally in the near future (particularly since the API/Components have changed significantly).
Does this work with oculus2?
Yes, Passthrough certainly works on the Oculus 2. However, it will be monochrome and low resolution.
Your tutorials are amazing. You are a great teacher. I subscribe to your Patreon to give some motivation to continue 🤭
Thank you for your kind words and support! :) I am working on a new Mixed Reality tutorial right now (using some of the new features in the OpenXR: Meta 2 package).
@@LudicWorlds Can't wait to see that! Mixed Reality opens so many possibilities. It's new and exciting. For the moment, I am quite disappointed with the number of "productivity apps" available on the Quest 3. I hope (and think) that many tools will come in the not too distant future.
Best tutorial series I've seen in a long time, thanks a lot ! Hoping to see more of those, hand tracking would be nice !
Thanks for this tutorial series, it's been a great starting point to learn about MR dev.
I'm glad you found it useful! :)
I enjoyed it.. I hope you can use a virtual keyboard in the next lecture. please.
Professional teaching skills, thank you!
How to place object at particular position just like we do through mobile AR
Take a look at Part 5: Raycasts & Anchors: czcams.com/video/YXxOOo5_z6c/video.html In that tutorial, we detect where a controller ray hits a collider, and then place an object at that specific position.
Thank you for the video! It might be a stupid question, but do I understand correctly that developing for mobile AR and AR using Quest is fundamentally different? Like the features from ARCore would be available on Quest at all right?
By using the 'Unity OpenXR: Meta' package we are also leveraging the 'AR Foundation' API. The API will remain the same, regardless of platform, however, the features available to you on the Quest may be limited compared to mobile. Check out 'Features' here: docs.unity3d.com/Packages/com.unity.xr.meta-openxr@2.0/manual/index.html
Best Tutorial
Teach us how to give arms/avatar to the body based on a prefab
Show us how to make the zombie walk around and try to attack you
also is there anyway to make the planes visible in unity from your scan n
⚠ IMPORTANT UPDATE ⚠'Unity OpenXR: Meta' Version 2 has now been official released! Please install 'Unity 6 Preview' (not 'Unity 6 Beta' as instructed in the video). Also, when it comes to installing the 'Unity OpenXR: Meta' package 'by name', use the following Name and Version number in the relevant Text Fields: ► Name: com.unity.xr.meta-openxr ► Version: 2.0.0
I like your channel, very good content, however, I avoid using anything which needs internet (API) for running the game. I wish we could upload everything offline.
Thanks! :) I am actually working on some Meta Quest tutorials using 'Unity Sentis' , which includes using a local 'Whisper Tiny' AI model for speech recognition (no internet API required!). Here's a little demo: czcams.com/users/shortsvp7xtKEkEk8 There's a whole bunch of AI models ready-made for 'Unity Sentis' on Hugging Face: huggingface.co/unity All designed to run locally on your machine!
Edit isnt whowing up
Thank you for the great tutorial. I have a question. I followed along line by line from your script, but after I save and close, I don't see any "Toggle Planes Action" field. Instead I get this error message from unity: "error CS0246: The type or namespace name 'InputActionReference' could not be found (are you missing a using directive or an assembly reference?)". I also tried making the variable public but that did'n work as well. Would you happen to know what did I do wrong?
Check the 'using' statements at the top of file. Make sure they include the following using directive: using UnityEngine.InputSystem;
Same problem here. Checked my using statements, no problem there. I restarted the project, had to open it in safe mode, closed it again, opened it again and my scene was completly empty. It only made it worse, bc now most of the work is gone
I love your vids! Could you plz explain why there are so many different MR setups? For example this with AR foundation, Meta's MR Utility kit, Building blocks ect. It's seriously confusing the heck out of me and not sure which to use, which no longer works. Feels like this is going in infinite circles😵💫
Thank you very much! :) The diversity in MR setups is often a source of frustration for me also (sometimes tech changes before I complete a tutorial on it!). I guess it's a consequence of what is still such a rapidly evolving field, hopefully it will stabilize eventually. If you are going to stick solely to the Meta Quest, it's probably best to go with Meta's official XR SDK. However, if you plan to port your app to other XR platforms, the 'XR Interaction Toolkit' (which I use in these tutorials) should make the conversion process a lot easier.
Nice to figure out the classifications.hasflag thing... THX🙂
You can also do something like this: if ((plane.classifications & PlaneClassifications.Table) != 0) { // The plane is classified as a table } The above is apparently slightly more performant than 'classifications.HasFlag() ' . I went for the HasFlag() option for the sake of clarity.
Thank you ^^~~
It's really helpful!
waiting ..next season.
I should have a new video for you in the next couple of days - about the new 'OpenXR: Meta' V2 pre-release.
Dude you seriously have some of the best tutorials, very impressive! Plz continue the MR series like giving the zombie object collision, damage collision, occlusion, movement, custom animations 🙏
How can I make it so that the planes are off when i first run the game? Instead of having them on and having to push a button to turn them off?
Amazing tutorial playlist indeed, congratulations! I was wondering, is it possible to use hand tracking (XR Hands) with passthrough together? So far, I have seen with Meta XR only. Is it possible using XR Interaction Toolkit? Looking forward to the next tutorial, thanks!
Thank you very much, I'm glad you found it useful. :) yes, it is possible to do hand tracking with XR Hands - I can't see why it shouldn't work with passthrough. i guess I should cover that also! ;)
@@LudicWorlds Thanks for your quick reply, just figure it out, it is possible, thanks for your quick reply! :)
Absolutely amazing tutorial, clear and straight to the point. Saved me a lot of time. Thanks a bunch !
Thank you very much for your kind words and donation. :) More MR content planned for next week.
really struggling on figuring out why my passthrough isn't working on my game I've gone back and rewatched this video and have set everything up exactly how you did it but everything around me is all black and all I can see is the zombie. I am also getting these two errors which i am trying to figure out how to fix. Saving has no effect. Your class 'UnityEditor.XR.Simulation.XREnvironmentViewManager' is missing the FilePathAttribute. Use this attribute to specify where to save your ScriptableSingleton. Only call Save() and use this attribute if you want your state to survive between sessions of Unity. No active UnityEngine.XR.ARSubsystems.XRSessionSubsystem is available. Please ensure that a valid loader configuration exists in the XR project settings.
I just started learning Unity MR, your contents are amazing!
Thank you very much for your kind words and donation! :) More MR content in the works.
I really enjoyed it and I'm looking forward to the next one.
I was not shown the Run Device by ease ... first select the SDK in edit->Preference -> external tools . make sure to have a usb (3) data cable . install oculus meta quest link software . connect cable -> enable authorization from the Quest 3 device for the PC. then selecting your device will be available in the build settings run device Hopes this helps <3
im stuck here I will try this
yeah I couldn't get it to work any advice? how did you get connect cable ->enable authurization inside of external tools