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This is the second part of a short tutorial series, in which you will learn how to create Mixed Reality experiences on the Meta Quest 3. We will be building our app in the Unity game engine, using Unity's native 'XR Interactive Toolkit'.
In this video, we will look into the Quest's 'Space Setup', and the 'plane' data that is generated from this room scan. We will begin to explore how to visualize these planes. I will also show you how to set up Touch Controller input and tracking within your project.
→ Next Video • How to make a Mixed Reality app for the Quest 3 - Part 3: Plane Visualization: • How to make a Mixed Re...
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▬ Timestamps ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
0:00 - Intro
0:44 - Plane Detection
1:31 - Space Setup
2:09 - Starter Assets
2:54 - AR Foundation
3:31 - AR Plane Manager
4:37 - AR Feathered Plane
5:43 - Touch Controller Input
9:26 - Custom Plane Prefab
11:16 - Outro
▬ Useful Links ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
► github.com/LudicWorlds/quest3...
► Introduction to Unity's XR Interaction Toolkit - Part 3: Action-based Input: • Introduction to Unity'...
► Unity OpenXR: Meta docs: docs.unity3d.com/Packages/com...
► AR Foundation docs: docs.unity3d.com/Packages/com...
▬ Credits ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
► Music by - CO.AG Music: / @co.agmusic
#Unity #Quest3 #mixedreality #VR