How to make a Mixed Reality app for the Quest 3 - Part 6: Bounding Boxes

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Ludic Worlds

Ludic Worlds

Күн бұрын

Пікірлер: 6
@haraldgundersen7303
@haraldgundersen7303 4 ай бұрын
Excellent tutorial as always. Wish list: Spatial anchor shared through cloud to enable FPS in Seethrough by aligning room scan orientation in two or more...
@CagBurns
@CagBurns 4 ай бұрын
I’ve just started my Master’s project which is completely mixed reality focused on quest 3. These tutorials are an absolute blessing! Thank you so much. Can’t wait for the next ones. Do you know if most of these OpenXR concepts are also applicable to the Meta all in one SDK?
@LudicWorlds
@LudicWorlds 4 ай бұрын
Thank you, so glad they have been useful in your project! :) The concepts are indeed very similar, they have just been implemented in a different way. I would say that the 'XR Interaction Toolkit' makes it easier to port your project to different platforms. However, the 'Meta SDK' will give you the tightest integration with the Quest 3, and access to the latest features (so I would recommend it if you want to develop solely for the Quest).
@befa5322
@befa5322 2 ай бұрын
Hi, could you show us how to load a room into our unity so we can place virtual objects on a specific place? Or could you at least provide a source, where we can find information about this? I want to be able to build an app for a specific environment..
@Books_in_English
@Books_in_English 4 ай бұрын
THANKS BRO!!
@9letterstudios
@9letterstudios 4 ай бұрын
How can we make Mixed Reality toggleable? In case we want players to be able to go from MR to VR? What components have to be disabled?
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