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Basic Using-XR-Interaction-Toolkit guide
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# Using XR Interaction Toolkit
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A quick guide on using XR Interaction Toolkit with WebXR Export.
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For a guide on how to build and set a project, basic settings and WebGLTemplates, check the Getting Started guide.
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## Sample Scene
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As part of the WebXR Interactions package, there's the "XR Interaction Toolkit Sample", import it using the Package Manager window.
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The sample will notify about missing packages and samples from those packages, using the Project Validation settings window.
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Once all needed packages and samples are imported, the project will have "WebXRInteractionToolkit" scene, and prefabs for XR Rig and XR Setup.
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The main difference between XR Interaction Toolkit basic XR Rig to the WebXR XR Rig, is the use of more than one Camera object.
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## Project Settings
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Make sure that in player settings, `Active Input Handling` is set to `Both` or `Input System Package (New)`.
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## Notes
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The support for XR Interaction Toolkit was added using Unity 2022.3.10f1 and tested mainly on this version.
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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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