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Showing content from https://docs.unity3d.com/Manual/xr-scene-setup.html below:

Manual: Set up an XR scene

Set up an XR scene

To set up an XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
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sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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, add an XR Origin.

These objects are collections of GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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and components that provide a frame of reference for transforming spatial tracking data into the scene, including controlling the scene cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
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. When you add an XR Origin to a scene, it controls the attached camera to track the user’s head-mounted (VR) or hand-held (AR) device. In addition, the versions of the XR Origin that contain GameObjects for controllers will move them to track the user’s controllers.

Notes:

Refer to XR Origin for a description of the XR Origin options available to use in a scene.

Prerequisites

Before you can set up a scene for XR, you must first:

Set up a scene for XR

The basic steps to set up a scene for XR include:

  1. Create or open the scene in the Unity Editor.
  2. Add one of the XR Origin options to the scene with the GameObject > XR menu. You will see different options in the menu depending on which XR packages you have added to your project. Refer to XR Origin for a description of the available XR Origin options.
  3. Configure XR input. Refer to XR input options for more information.

Your projects might have additional setup considerations depending on the project type, platform, and Unity packages that you plan to use:

Detect whether XR is enabled

If you have a scene that can be used in both XR and non-XR contexts, you can use the XRSettings.enabled property to detect whether the XR subsystems are currently loaded and active. With that information you can activate or deactivate the appropriate sets of GameObjects and components.

public void CheckXRStatus()
{
    if (UnityEngine.XR.XRSettings.enabled)
    {
        Debug.Log("XR is active.");
    }
    else
    {
        Debug.Log("XR is not available.");
    }
}

Note: you can read the value of the XRSettings.enabled property to determine the XR status. However, setting the value is no longer supported and does nothing. For information about how to dynamically turn XR on and off at runtime, refer to Manage XR loader lifecycles.


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