Occlusion
This page supplements the AR Foundation Occlusion manual. The following sections only contain information about APIs where Google's Android XR runtime exhibits platform-specific behavior.
Tip
When developing an AR app, refer to both the AR Foundation documentation as well as the required packages for each platform you support.
Optional feature support
Android XR implements the following optional features of AR Foundation's XROcclusionSubsystem
:
Feature | Descriptor Property | Supported |
---|---|---|
Environment Depth Image | environmentDepthImageSupported | Yes |
Environment Depth Confidence Image | environmentDepthConfidenceImageSupported | Yes |
Environment Depth Temporal Smoothing | environmentDepthTemporalSmoothingSupported | Yes |
Human Segmentation Stencil Image | humanSegmentationStencilImageSupported | |
Human Segmentation Depth Image | humanSegmentationDepthImageSupported |
Occlusion samples
AR Foundation provides the HMDOcclusion
sample to demonstrate occlusion on head-mounted displays (HMDs). For more information about HMD occlusion, refer to AR Shader Occlusion component (AR Foundation).
To test occlusion on Android XR with the occlusion sample:
- Clone the AR Foundation Samples repo from the AR Foundations Samples GitHub repository and open it in Unity.
- Open the
HMDOcclusion
scene in Unity fromAssets/Scenes/Occlusion/HMDOcclusion
. - Create a new material and set its shader to
Assets/Shaders/Occlusion/OcclusionSimpleLit/OcclusionSimpleLit.shader
. Refer to Creating Materials for more information about creating and applying materials. - Apply the new material to a sample cube in the scene and position as desired.
- Open the AROcclusionManager in the Inspector window, and disable Temporal Smoothing.
Permissions
AR Foundation's occlusion detection feature requires an Android system permission on the Android XR
runtime. Your user must grant your app the android.permission.SCENE_UNDERSTANDING_FINE
permission
before it can track occlusion data.
To avoid permission-related errors at runtime, set up your scene with the AR Occlusion Manager component disabled, then enable it only after the required permission is granted.
The following example code demonstrates how to handle required permissions and enable the AR Occlusion Manager component:
const string k_Permission = "android.permission.SCENE_UNDERSTANDING_FINE";
[SerializeField]
AROcclusionManager m_AROcclusionManager;
#if UNITY_ANDROID
void Start()
{
if (!Permission.HasUserAuthorizedPermission(k_Permission))
{
var callbacks = new PermissionCallbacks();
callbacks.PermissionDenied += OnPermissionDenied;
callbacks.PermissionGranted += OnPermissionGranted;
Permission.RequestUserPermission(k_Permission, callbacks);
}
else
{
// enable the AR Occlusion Manager component if permission is already granted
m_AROcclusionManager.enabled = true;
}
}
void OnPermissionDenied(string permission)
{
// handle denied permission
}
void OnPermissionGranted(string permission)
{
// enable the AR Occlusion Manager component if permission is already granted
m_AROcclusionManager.enabled = true;
m_AROcclusionManager.subsystem.Stop();
m_AROcclusionManager.subsystem.Start();
}
#endif // UNITY_ANDROID
For a code sample that involves multiple permissions in a single request, refer to the Permissions page.