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Copy file name to clipboardExpand all lines: Documentation/Using-XR-Interaction-Toolkit.md
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@@ -21,3 +21,81 @@ The support for XR Interaction Toolkit was added using Unity 2022.3.10f1 and tes
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The support was built in a way that it'll be possible to use the OpenXR package in editor mode. For that the OpenXR package should be set up in the XR Plug-in Management window.
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Notice that the `CameraMain` is using the old `Tracked Pose Driver` instead of the one of the Input System package, due to a bug. It will create issues when using "XR Interaction Toolkit - XR Device Simulator". On those cases, you can add the new component and disable the old one when in editor.
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Notice that the XR Device Simulator won't work if OpenXR is enabled and the Interaction Profiles list in the OpenXR settings is not empty.
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## Getting Started - XR Interaction Toolkit Sample
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Create a new Unity Project (2022.3.10f1 and up). Switch platform to WebGL.
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Import WebXR Export and WebXR Interactions packages from OpenUPM.
If some dependencies are missing, the `Project Validation` will open, click `Fix` on every issue and wait for it to be fixed before clicking on the next `Fix`.
After `WebGLTemplates` are in the `Assets` folder, Open the `XR Plug-in Management` tab in the `Project Settings` window and select the `WebXR Export` plug-in provider.
Set `Background Behavior` to `Ignore Focus` in the `Input System Package` settings in the `Project Settings` window. That would make sure that the controllers tracking won't be lost when browser tab lose focus.
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If using the `WebXR Input Profiles Loader` locate the `GLTFShaderVariants`.
In `Project Settings > Player > Resolution and Presentation`, select `WebXR2020` or `WebXRFullView2020` as the `WebGL Template`. (The WebXR templates with no year number are for older versions)
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Now you can build the project.
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WebXR requires a secure context (HTTPS server or localhost URL). Make sure to build the project from `Build Settings > Build`. Unity's `Build And Run` server use HTTP. Run the build on your own HTTPS server.
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