How to make a Mixed Reality app for the Quest 3 - Part 2: Plane Detection

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  • čas přidán 16. 07. 2024
  • 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 visualize these planes. I will also show you how to set up Touch Controller input and tracking within your project.
    → Next Video • How to make a Mixed Reality app for the Quest 3 - Part 3: Plane Visualization: • How to make a Mixed Re...
    ← Previous Video • How to make a Mixed Reality app for the Quest 3 - Part 1: Passthrough: • How to make a Mixed Re...
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    ▬ Timestamps ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    0:00 - Intro
    0:44 - Plane Detection
    1:31 - Space Setup
    2:09 - Starter Assets
    2:54 - AR Foundation
    3:31 - AR Plane Manager
    4:37 - AR Feathered Plane
    5:43 - Touch Controller Input
    9:26 - Custom Plane Prefab
    11:16 - Outro
    ▬ Useful Links ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    ► github.com/LudicWorlds/quest3...
    ► Introduction to Unity's XR Interaction Toolkit - Part 3: Action-based Input: • Introduction to Unity'...
    ► Unity OpenXR: Meta docs: docs.unity3d.com/Packages/com...
    ► AR Foundation docs: docs.unity3d.com/Packages/com...
    ▬ Credits ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    ► Music by - CO.AG Music: / @co.agmusic
    #Unity #Quest3 #mixedreality #VR
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Komentáře • 29

  • @fabiuspeak
    @fabiuspeak Před 7 měsíci

    Great tutorial.... as always!

  • @MegaTrusted
    @MegaTrusted Před 4 měsíci

    you are the best! keep the amazing work

  • @griffinrob
    @griffinrob Před 6 měsíci

    excellent! so helpful, thanks.

  • @samanthaah263
    @samanthaah263 Před 6 měsíci +2

    Ready for part 3 🙌😍

  • @tubbypot
    @tubbypot Před 6 měsíci

    can't wait for part 3

  • @motoday3580
    @motoday3580 Před 7 měsíci +1

    Very cool!

  • @haraldgundersen7303
    @haraldgundersen7303 Před 7 měsíci

    Great stuff. Very nice tutorial....

  • @tomatogogo
    @tomatogogo Před 2 měsíci

    It's really helpful!

  • @crimil610016
    @crimil610016 Před 7 měsíci

    Can't wait to see Part3. I really want to build a Disneyland in my room.

  • @CoreGames2000
    @CoreGames2000 Před měsícem +1

    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.

  • @rafaeltavares6162
    @rafaeltavares6162 Před 4 měsíci +1

    it would be great if you would do the same thing for unreal engine.

  • @eBautistaBau
    @eBautistaBau Před 5 měsíci +1

    Hi, thank you so much for create this tutorial, it is very useful, at the end of the video, I tried to use the github file, but it did not change the color of the things I mapped, I am using metaquest pro, do you think I can use these files as well or are only compatible with quest 3?

    • @LudicWorlds
      @LudicWorlds  Před 5 měsíci

      Thanks! :) I do not own a Meta Quest Pro, so I can't confirm either way. However, certain types of 'furniture' that can be defined during the Quest's 'Space Setup', are not recognized by Unity's 'AR Foundation' (and hence will not be assigned a distinct color). There's some documentation here: docs.unity3d.com/Packages/com.unity.xr.meta-openxr@0.1/manual/plane-detection.html
      You'll notice that some objects are simply classified as 'Other'. Could this be the reason you are not seeing different colored planes?

    • @eBautistaBau
      @eBautistaBau Před 5 měsíci

      @@LudicWorlds thank you for your feedback. I will keep trying.

  • @christiantoffalori5355
    @christiantoffalori5355 Před 5 měsíci

    With Oculus Quest it is possible to achieve exact plane detection, automatically obtaining the angles of the physical object?

    • @oXRaphaelXo
      @oXRaphaelXo Před 5 měsíci

      ATM I'm not sure about accuracy of this, but you should be to get each detected plane gameobject's transform with position and rotation, and calculate from there.

  • @313Blc
    @313Blc Před 6 měsíci

    I make step by step by tutorial, but if i run app after buil in unity (and before build i properly setup space setup with furniture ) app always on run popup "create new boundary" ... if i create new boundary, then ar feathered plane dont work (i dont see obstacles, or walls). Please help

    • @313Blc
      @313Blc Před 6 měsíci

      Maybye i make bad space setup and new boundary. What making first ..space setup , or new boundary before run app?

  • @danamuise4117
    @danamuise4117 Před 4 měsíci

    I'm using XR Interaction Toolkit 2.4.3 and under Samples I expected to find AR Starter Assets. I no longer see this, did they move?

    • @LudicWorlds
      @LudicWorlds  Před 4 měsíci +1

      It's likely that 'AR Starter Assets' is not available in that older version (2.4.3). Please update the 'XR Interaction Toolkit' to the latest version (2.5.2). Hopefully the 'AR Starter Assets' will then become available.

  • @ardeni2561
    @ardeni2561 Před 4 měsíci +1

    can i make it on quest pro device?

    • @LudicWorlds
      @LudicWorlds  Před 4 měsíci

      Yes, it should work on the Quest Pro (although I'm unable to confirm this 100%, since I don't own a Quest Pro).

  • @CyberMonk22
    @CyberMonk22 Před 6 měsíci

    where is the third part ?

  • @JuanLopezEspinosa-lk7nw
    @JuanLopezEspinosa-lk7nw Před 3 měsíci

    When I turn on the app, the planes are all purple. I don't know why I have this problem, any solution?

  • @cathychoi6959
    @cathychoi6959 Před 3 měsíci

    I just started learning Unity MR, your contents are amazing!

    • @LudicWorlds
      @LudicWorlds  Před 3 měsíci +1

      Thank you very much for your kind words and donation! :) More MR content in the works.