How to make a Mixed Reality app for the Quest 3 - Part 5: Raycasts & Anchors
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- čas přidán 16. 07. 2024
- 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 - Part 4: Using Planes: • How to make a Mixed Re...
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▬ Timestamps ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
0:00 - Intro
1:14 - Ray Interactor
1:53 - Raycast & Spawn Code
7:31 - Setup SceneController
9:06 - Get Plunger Model
10:33 - Test Build
11:19 - Spatial Anchors
14:20 - Finished Build
14:32 - Outro
▬ Useful Links ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
► github.com/LudicWorlds/quest3...
► AR Foundation Docs - Anchors: docs.unity3d.com/Packages/com...
► 10 mins GameDev tips - Quaternions (sociamix): • 10 mins GameDev tips -...
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#Unity #Quest3 #mixedreality #VR - Věda a technologie
Another nice tutorial. Note if you have'nt already you'll need to install Blender in order to get the plunger asset to work.
Thanks for the heads up! I wasn't aware of that. I have added an FBX version of the 'Plunger' to: github.com/LudicWorlds/quest3-mr-course-assets
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 🙏
Thanks for this tutorial series, it's been a great starting point to learn about MR dev.
I'm glad you found it useful! :)
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.
Love your tutorials man, so professional, light years above everyone else!!
Please do not stop making these
Best tutorial series I've seen in a long time, thanks a lot ! Hoping to see more of those, hand tracking would be nice !
Love your tutorials!! Keep em coming!
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.
I really enjoyed it and I'm looking forward to the next one.
Teach us how to give arms/avatar to the body based on a prefab
Great stuff as always...🤠
Pls in the next video consider, include the dog! lol 🤣
Cant wait to get home
yyyyeeeeaaahhhh!!!!! awesomeee!
"dog not included", won't dislike but will consider giving a like
of course liked
😅It's a clip from the 'Rube Goldberg Workshop' game trailer: czcams.com/video/H6Od07mMbvM/video.html
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! :)
It is possible to save the anchors and whenever I start the application they will be there in their previously set places?
Looks like 'Persistent Anchors' (using Unity's OpenXR Meta package) are an upcoming feature in Unity 6 / AR Foundation: czcams.com/video/o9AGkB9nnkc/video.htmlsi=MyrOzwVBBhvYjT7F&t=2212