Depth, room setup, wall and furniture detection and colliders were tested in the Mixed Reality environment. Meta SDKs have been tested on Meta Quest 3.
- Unity: 2022.3.2f1
- Meta MR Utility Kit: 60.0.0
- Meta XR Core SDK: 60.0.0
- Meta XR Interaction SDK: 60.0.0
- Meta XR Interaction SDK OVR Integration: 60.0.0
- Meta XR Simulator: 60.0.0
- Meta XR Simulator Samples: 60.0.0
- Meta XR Depth API: 60.0.0
- Download and import Meta XR and MR SDKs from AssetStore
- Add Depth API package with Git URL
- Set the Passthrough Support value in OVRManager to supported.
- Set the Enable Passthrough value in OVRManager to true.
- Set the Scene Support value in OVRManager to supported.
- Create an empty object in the scene and add OVRPassthroughLayer component to it.
- Set the placement value in OVRPassthroughLayer from Overlay to Underlay
- Drag and drop OVRSceneManager to the scene
- Assign OVRSceneAnchor references. (I assigned InvisiblePlane and InvisibleVolume)
- Add PrefabOverrides if you want
- Create an empty object in the scene and add EnvironmentDepthTextureProvider and EnvironmentDepthOcclusionController components
- Set the Occlusion Type in EnvironmentDepthOcclusionController No Occclusion to Soft Occlusion
- Replace the shader of the materials you want to have depth with Depth API shaders.
- Mixed Reality environment has been successfully provided.
- Depth perception is not perfect but good.
- The scene setup in native was successfully started from the developed application.
- Walls and furnitures were successfully separated.
- Objects were placed on the scene without any problems.
- As a result, all requirements were met.
These SDKs have very detailed features and interactions with Meta Quest 3 but Depth perception is not very stable. In depth perception, gaps occur between objects and a perfect separation is not observed.