Mixed Reality With Unity XR Toolkit - Part 1 : Setup

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In this video I'm going to show you how you can use OpenXR with the Unity XR Interaction Toolkit to do mixed reality on the Quest 3.

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📝Best VR Assets ( These links are Affiliate links which means it costs the same to you and I get a small commission. Thanks for your support!)

VR Interaction Framework

Hexabody (Physics VR Player)

Mirror and Reflection for VR

Auto Hand (automatic hand grab pose)

Hurricane VR (vr physics interaction)

3d Hand Model for VR

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If you enjoyed this video, here are some other really good channel you should appreciate :

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#vr #vrdev #madewithunity
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I Been waiting for this XR Toolkit AR Series!!!
Thanks VALEM! excited for this one

Lordsi
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love your tutorials, also your accent is on higher level, good progress since i first found your channel, keep up the good work

szafa
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Can't wait for more of this, thank you so much! Two questions: first, any recommendations for OpenXR hand tracking in AR? And second, any estimate of when we'll be able to see passthrough in editor? I'm making a lot of small changes back and forth and it would be so much more convenient!

bencrystalofficial
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You suggest that we should ask in the comments if we have problems.
I'm curious why we can't use HDR and post processing with the universal render pipeline in mixed reality. Can you reply with an explanation of that?

poolguymsj
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A couple of questions; have you looked into the new Unity Mixed Reality Project Template (for Unity 2022.3) with which you can create a new MR project right out of the Unity Hub? How is that different to your approach? Also, would this MR app (yours or the Unity template) also work in Pico4, or what would need to be done to enable it to work in Pico4?

mikashki
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I struggled so much and u helped me QUICK! But i made a much more advanced controller :) I Especially apreciate that you helped us set up the Passthrough is what we mostly all wanted on the first video! But i will watch the rest cause it seems like a cool lesson!

GirlOnAQuest
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Which two VR tutorials of yours does this pick up from?

TheShittyBeatles
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It seems that, so far, OpenXR's passthrough APIs only support the calibrated cube volumes and not Quest 3's room scan mesh. Is that correct? If so, I think I will hold off until OpenXR and AR Foundation support it.

SuperSonic
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But what is the type of tamplate to use in this video?

ДианаПугач-ьв
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I am missing the AR Feathered Plane, what did I do wrong?

HansMilling
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I just following your instructions but, after setup the scene setting backgrundcolor with alpha value to 0, add AR Camera Manager and AR Camera Background to Main Camera (in XR Origin component), i can't see passthrough... can u help me ?

alessandroacampora
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u getting not ENOUGH views likes comments u are underrated

Outerman_
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Can you show mixed reality setup with the all in one meta xr package? I have got it running but i cannot seem to get the passthrough to show even though i enabled it

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

christiantoffalori
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My AR Foundation package had a problem with allowing the scripts to be added as components with versions other than 5.1.0-pre.10. I'm using Unity 2022.3.1.0f1. They would become disabled or behave like they didn't exist.

mistafisha
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Could you do a video on how to setup OpenXR with the Quest 3? I simply cannot get it to work at all with OpenXR. MetaXR works fine and in Unreal Engine I'm also able to use the Quest 3 to test everything. Just the combination of OpenXR and Quest 3 doesn't seem to work for me.

thomasvanbeeck
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I am experiencing FPS issues when implementing Passthrough in Unity VR. My FPS drops to below 5, even hitting 0, but it works fine without Passthrough. I've tried just adding a cube and even creating a completely new project, but I still face similar issues. I have also attempted exporting the APK file and distributing it on App Lab, but the problem persists. Please Help me!

hoainhan
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Hmm I just rebuilt and followed this process with the "XR Interaction Hands Setup" prefab and the background color is always opaque. I set it to black and then other colors with an alpha of 0, and have added the AR session, AR feather plane, camera manager, and camera background to the scene just like before with the same packages in the project. Does anyone know what I might be missing?

bencrystalofficial
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Hi, do I have a chance to finish this tutorial if I use Quest 3 and Macos? (M1 max).

Thank you.

gikisTSB
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Is it difficult to create a mixed reality app that can compile and run on both a Quest 3 and a Vision Pro without changing the source code?

williamcousert