Samples
To install samples included with this package, follow the instructions for Installing samples using the Package Manager.
Sample | Description |
---|---|
Starter Assets | Assets to streamline setup of behaviors, including a default set of input actions, presets for use with XR Interaction Toolkit behaviors that use the Input System, and prefabs for getting started. |
XR Device Simulator | Assets related to the simulation of XR HMD and controllers. |
Tunneling Vignette | Assets to let users set up and configure tunneling vignette effects as a comfort mode option. |
Meta Gaze Adapter | This sample provides an example to get eye tracking working with the Meta Quest Pro and the XRI Gaze Interactor. |
Hands Interaction Demo | Sample scene and other assets for hand-tracking integration with the XR Interaction Toolkit. |
Starter Assets
This sample is installed into the default location for package samples, in the Assets\Samples\XR Interaction Toolkit\[version]\Starter Assets
folder. You can move these Assets to a different location.
This sample contains an Input Action Asset that contains Actions with typical Input Bindings for use with behaviors in the XR Interaction Toolkit that read input. This sample also includes XR Origin, teleport, and interactable sample prefabs.
This sample also contains Presets for behaviors that use actions to streamline their configuration.
Asset | Description |
---|---|
AffordanceThemes\ |
Asset folder containing Affordance Theme Datums used by Affordance receivers in the scene. |
Audio\ |
Asset folder containing audio clips for the DemoScene . |
Models\ |
Asset folder containing models for the DemoScene . |
Prefabs\ |
Asset folder containing prefabs to streamline adding an XR Origin camera rig and interactable prefabs showcased in the DemoScene . |
Scripts\ |
Asset folder containing sample scripts, some of which are used by the XR Origin camera rig prefab. |
DemoScene |
Scene that illustrates a basic setup using the package. |
XRI Default Continuous Move.preset |
Preset for Continuous Move Provider. |
XRI Default Continuous Turn.preset |
Preset for Continuous Turn Provider. |
XRI Default Gaze Controller.preset |
Preset for XR Controller (Action-based) associated with the Gaze Interactor. |
XRI Default Input Actions.inputactions |
Asset that contains actions with typical bindings and several Control Schemes for use in XR experiences. |
XRI Default Left Controller.preset |
Preset for left hand Controllers. |
XRI Default Left Grab Move.preset |
Preset for left hand Grab Move Provider. |
XRI Default Right Controller.preset |
Preset for right hand Controllers. |
XRI Default Right Grab Move.preset |
Preset for right hand Grab Move Provider. |
XRI Default Snap Turn.preset |
Preset for Snap Turn Provider. |
XRI Default XR UI Input Module.preset |
Preset for XR UI Input Module. |
Input Actions Asset
The following image shows the Action editor of the Asset included in the sample, while editing one of the bindings of an action in one of the maps.
The Asset contains several Action Maps, separated based on the bound device. Having different sets of actions based on the controller handedness, rather than one set of actions with input bindings for multiple controllers, allows for easier fine-grained management of the allowed actions per-hand. For example, the XRI RightHand Locomotion/Turn
action can be disabled while the right hand has picked something up, while turning is still allowed by having the XRI LeftHand Locomotion/Turn
action enabled.
Action Map | Description |
---|---|
XRI Head | Actions with input bindings to a head-mounted display (that is, <XRHMD> ) or eye gaze (that is, <EyeGaze> ). |
XRI LeftHand | Actions with input bindings to a left hand controller (that is, <XRController>{LeftHand} ) related to tracking and haptic feedback. |
XRI LeftHand Interaction | Actions with input bindings to a left hand controller related to interaction state. |
XRI LeftHand Locomotion | Actions with input bindings to a left hand controller related to locomotion and interaction state for a teleportation interactor. |
XRI RightHand | Actions with input bindings to a right hand controller (that is, <XRController>{RightHand} ) related to tracking and haptic feedback. |
XRI RightHand Interaction | Actions with input bindings to a right hand controller related to interaction state. |
XRI RightHand Locomotion | Actions with input bindings to a right hand controller related to locomotion and interaction state for a teleportation interactor. |
XRI UI | Actions with input bindings to drive UI input and navigation used in the XR UI Input Module component. |
There are also several Input Control Schemes to group different input controls. You can use these to selectively enable or disable some of the bindings based on the locomotion movement control scheme in use.
Control Scheme | Description |
---|---|
Generic XR Controller | Bindings that should remain enabled when applying any movement control scheme. |
Continuous Move | Bindings that should remain enabled when applying the continuous movement control scheme. |
Noncontinuous Move | Bindings that should remain enabled when applying the noncontinuous movement control scheme. |
For a complete example of configuring input actions for each controller, and using control schemes, see the XR Interaction Toolkit Examples project.
Configuring Preset Manager defaults
After importing the sample into your Project, if you want to use the Assets, it is recommended to use the Preset Manager to change the default Presets to those included in this sample. This will allow the objects you create from the GameObject > XR menu to automatically populate the action properties of the behavior, as configured in each preset.
To easily set a preset as the default for its associated behavior, select the Asset in the Project window, then click the Add to [behavior] default button in the Inspector.
Access the Preset Manager from Unity's main menu (go to Edit > Project Settings, then select Preset Manager).
The following image shows the Preset Manager with the included presets set as default for their associated behavior. For the presets which depend on the hand of the controller, a Filter value of Left and Right is set for XRI Default Left Controller and XRI Default Right Controller to allow the appropriate preset to be chosen based on the name of the GameObject.
Scripts
The following scripts are included to support the prefabs and DemoScene
.
Script | Description |
---|---|
ActionBasedControllerManager |
Component used to mediate the controllers and their associated interactors and input actions under different interaction states. |
DynamicMoveProvider |
A version of action-based continuous movement that automatically controls the frame of reference that determines the forward direction of movement based on user preference for each hand. |
GazeInputManager |
Component used to manage input fallback for an XRGazeInteractor when eye tracking is not available. |
XRPokeFollowAffordance |
Component used to animate a Transform to follow the poke position. Used by poke buttons in the DemoScene . |
PokeStation\IncrementUIText |
Component used in the DemoScene to update a Text component to count up whenever the push button is selected. |
Prefabs
Prefab | Description |
---|---|
Climb Sample |
Prefab containing preconfigured XR Climb Interactables used in the DemoScene . |
Interactables Sample |
Prefab containing preconfigured XR Grab Interactables used in the DemoScene . |
Teleportation Environment |
Teleportation prefab used in the DemoScene which includes the Teleportation Area and Teleportation Anchor prefabs. Configured to the Teleport Interactor in the XR Interaction Setup prefab included in these starter assets. |
UI Sample |
Prefab containing interactable UI elements in a world space canvas. |
XR Interaction Setup |
Prefab containing everything for enabling XR interactions with interactables in your scene. Contains XR Origin (XR Rig) as a nested prefab, XR Interaction Manager to facilitate interactions between interactors and interactables, Input Action Manager to enable input actions used by the rig, and Event System to enable interaction with UI GameObjects. |
XR Origin (XR Rig) |
Prefab representing the camera rig. It is configured for smooth locomotion, grab locomotion, climb locomotion, teleportation locomotion, as well as smooth and snap turn. Each hand also contains a Poke Interactor , Direct Interactor and a Ray Interactor , as well as an Interaction Group that first prioritizes the Poke Interactor then the Direct Interactor and lastly the Ray Interactor. Additionally, there is an XR Gaze Interactor that is configured with the XRI Default Gaze Controller and the GazeInputManager . |
Hierarchy configuration
The XR Interaction Setup
has the following hierarchy, which contains the XR Origin (XR Rig)
as a nested prefab.
GameObject | Components | Description | |
---|---|---|---|
XR Interaction Setup | |||
Input Action Manager | Input Action Manager | Enables the input actions used by the interactors. Input actions in an Input Action Asset are not enabled by default, so this component will automatically enable them. | |
XR Interaction Manager | XR Interaction Manager | Enables XR interactions between the interactors and interactables in your scene. | |
EventSystem |
Event System XR UI Input Module |
The XR Poke Interactor and XR Ray Interactor communicate with the XR UI Input Module to enable UI pointer events in world space canvases. | |
XR Origin (XR Rig) | Nested prefab, see below. |
The XR Origin (XR Rig)
prefab has the following hierarchy.
Note
The prefab uses Action-based variants of components when applicable. For more information, see Action-based vs Device-based behaviors.
GameObject | Components | Description | ||||
---|---|---|---|---|---|---|
XR Origin (XR Rig) |
XR Origin Character Controller Character Controller Driver XR Input Modality Manager |
Represents the center of the tracking space for the user's tracked devices. Implements the generic concept of a camera rig. This is the GameObject moved when doing locomotion. The Character Controller allows the move locomotion providers to move the rig without moving through colliders. The XR Input Modality Manager component manages automatically swapping between sets of interactors used for hand tracking (Left Hand and Right Hand GameObjects) and for motion controllers (Left Controller and Right Controller GameObjects) by activating or deactivating those GameObjects. | ||||
Camera Offset | Transform y-axis is automatically adjusted by the XR Origin component based on the tracking origin mode in order to place the tracked XR devices at the correct height from the floor. Floor will set this to 0. Device will set this to the fixed height set by Camera Y Offset. | |||||
Main Camera |
Camera Audio Listener Tracked Pose Driver |
Pose driven by the HMD. | ||||
Gaze Interactor |
XR Gaze Interactor XR Controller Gaze Input Manager |
Interactor which represents the eye gaze (if available) or the HMD direction. Interactables can interact with it if configured to do so under its Gaze Configuration foldout. The Gaze Input Manager will deactivate this GameObject when eye tracking is unavailable if falling back to HMD head tracking is not desired. This GameObject is deactivated by default to disable gaze interaction. | ||||
Gaze Stabilized | XR Transform Stabilizer | Stabilized eye gaze pose used as the Ray Origin Transform of the XR Gaze Interactor. | ||||
Gaze Stabilized Attach | Stabilized pose used as the Attach Transform of the XR Gaze Interactor. | |||||
Left/Right Controller |
Action Based Controller Manager XR Controller XR Interaction Group |
Pose driven by the left or right controller. The XR Interaction Group handles mediation between the interactors so only one can select at a time and so visuals can be disabled. The Action Based Controller Manager is what is responsible for swapping between the Ray Interactor and Teleport Interactor when Teleport Mode Activate input action is performed. It also toggles input actions used by locomotion while the XR Ray Interactor is selecting to resolve overlapping input bindings with the anchor controls. The XR Controller is shared by each of the interactors and is how the interactors read input data. | ||||
Poke Interactor | XR Poke Interactor | Interactor used for interacting with interactables by poking. | ||||
Poke Point | The Attach Transform of the XR Poke Interactor. Also serves as a visual representation of where a poke happens. | |||||
Direct Interactor |
XR Direct Interactor Sphere Collider |
Interactor used for interacting with interactables by grabbing at close range. The Sphere Collider is configured as a trigger collider and used by the XR Direct Interactor to detect collisions with interactables. | ||||
Ray Interactor |
XR Ray Interactor Line Renderer XR Interactor Line Visual Sorting Group |
Interactor used for interacting with interactables by grabbing at a distance. Uses physics ray casts to detect collisions with interactables. The Sorting Group is used to make the line visual draw in the expected order over UI. | ||||
Teleport Interactor |
XR Ray Interactor Line Renderer XR Interactor Line Visual Sorting Group XR Controller |
Similar to the Ray Interactor but configured to use a Projectile Curve and only interact with interactables on the Teleport interaction layer mask. Has an XR Controller to override the Select Action and Select Action Value properties to use Teleport Select instead. | ||||
Left/Right Controller Stabilized | XR Transform Stabilizer | Stabilized left or right controller pose used as the Ray Origin Transform of the XR Ray Interactor. | ||||
Left/Right Controller Stabilized Attach | Stabilized pose used as the Attach Transform of the XR Ray Interactor. | |||||
Locomotion System | Locomotion System | Holds a reference to the XR Origin which the locomotion providers use to move or rotate the player. Controls access to the XR Origin to ensure only one locomotion provider can move it at a time when locked. | ||||
Turn |
Snap Turn Provider Continuous Turn Provider |
Locomotion providers which handle turning (rotating) the player, either in fixed angle intervals or continuously over time, typically via thumbstick input. The Action Based Controller Manager enables or disables the input actions to control whether snap turn or smooth turn is used. | ||||
Move | Dynamic Move Provider | Locomotion provider which handles moving (translating) the player continuously over time, typically via thumbstick input. | ||||
Grab Move |
Grab Move Provider Grab Move Provider Two-Handed Grab Move Provider |
Locomotion providers which handle moving and/or turning the player typically via squeezing the grip of a controller and moving them as if grabbing the whole world and pulling. This GameObject is deactivated by default to disable this locomotion style. | ||||
Teleportation | Teleportation Provider | Locomotion provider which handles teleporting the player to a desired location. This component is what allows the Teleportation Anchor and Teleportation Area components to move the player when they are triggered, in this case by the Teleport Interactor. | ||||
Climb | Climb Provider | Locomotion provider which handles moving the player counter to controller movement while they are grabbing a Climb Interactable. |
XR Device Simulator
This sample is installed into the default location for package samples, in the Assets\Samples\XR Interaction Toolkit\[version]\XR Device Simulator
folder. You can move these Assets to a different location.
The XR Interaction Toolkit package provides an example implementation of an XR Device Simulator to allow for manipulating an HMD and a pair of controllers using mouse and keyboard input. This sample contains example bindings for use with that simulator, and a Prefab which you can add to your scene to quickly start using the simulator.
Asset | Description |
---|---|
Scripts\ |
Asset folder containing scripts for the runtime UI for the simulator. |
UI\ |
Asset folder containing prefabs and textures for the runtime UI for the simulator. |
XR Device Controller Controls.inputactions |
Asset that contains actions with default bindings for use with the XR Device Simulator focused on controls for the simulated controllers. |
XR Device Simulator Controls.inputactions |
Asset that contains actions with default bindings for use with the XR Device Simulator focused on controls for the simulator itself. |
XR Device Simulator.prefab |
Prefab with the XR Device Simulator component with references to actions configured. |
Tunneling Vignette
This sample is installed into the default location for package samples, in the Assets\Samples\XR Interaction Toolkit\[version]\Tunneling Vignette
folder. You can move these Assets to a different location.
Asset | Description |
---|---|
TunnelingVignette.mat |
Material used to display the tunnelling vignette with configurable properties, including aperture size, feathering effect, and vignette color. |
TunnelingVignette.prefab |
Prefab that contains a complete setup with necessary components for configuring and controlling the tunneling vignette. This Prefab is intended to be a child GameObject of the Main Camera. |
TunnelingVignette.shader |
Default shader used by the material and Prefab to compute the vignette effect. Works with the built-in rendering pipeline and Scriptable Render Pipeline (SRP). |
TunnelingVignetteHemisphere.fbx |
Hemisphere model with the mesh for showing the tunneling vignette on its inner surface. |
TunnelingVignetteSG.shadergraph |
Shader Graph asset primarily used as reference material to demonstrate the computation of the default shader. Notes in the asset explain the math involved and the steps needed to generate a SRP shader that achieves the same function as the default shader. This is not used by the material or Prefab, however this can be used as an alternative starting point to create a modified shader. |
Meta Gaze Adapter
This sample is installed into the default location for package samples, in the Assets\Samples\XR Interaction Toolkit\[version]\Meta Gaze Adapter
folder. It provides a script to assist with eye tracking with the Meta Quest Pro and the XR Gaze Interactor.
Currently the XRGazeInteractor
uses the OpenXR bindings for eye gaze position, tracking, and rotation. This binding is not currently supported for Quest Pro. When the OpenXR bindings are supported, this sample and adapter will be unnecessary.
Asset | Description |
---|---|
OculusEyeGazeInputAdapter |
Script which creates an Eye Gaze input device and updates the device's state based on data from the Oculus OVRPlugin API. This script can be placed in a scene with an XR Gaze Interactor to enable the gaze interactor to work with the Meta Quest Pro eye tracking. |
GazeAdapterSampleProjectValidation |
Unity Editor script which adds Project Validation rules for the sample. Not necessary for the actual adapter. |
Requirements
The Oculus XR Plugin package version 3.2.2
or newer is required for Meta Quest Pro support, and thus this sample requires at least the Unity Editor 2021.3.4f1 or newer.
Additionally, this sample requires the OVRPlugin
found in the VR
folder of the Oculus Integration asset,
v47.0
or newer, and the OpenXR Plugin package version 1.6.0
or newer. The OpenXR EyeGazeDevice
is used to update the pose of the Gaze Interactor
.
Setup
- Download
v47.0
or newer of the Oculus Integration asset - Import the Oculus Integration asset by using Window > Package Manager > Packages: My Assets > Oculus Integration > Import or by using Assets > Import Package > Custom Package to import the downloaded
.unitypackage
file. At a minimum, select the following assets to import:Oculus\OculusProjectConfig.asset
Oculus\VR\
- Click Yes to accept the Update Oculus Utilities Plugin prompt to update OVRPlugin
- Click Use OpenXR to accept the OpenXR Backend prompt. If you canceled, enable it later using Oculus > Tools > OVR Utilities Plugin > Set OVRPlugin to OpenXR.
- Import Meta Gaze Adapter sample from Window > Package Manager > XR Interaction Toolkit
- Install or update OpenXR Plugin (com.unity.xr.openxr) to version
1.6.0
or newer and install or update Oculus XR Plugin (com.unity.xr.oculus) to version3.2.2
or newer by clicking Fix in Edit > Project Settings > XR Plug-in Management > Project Validation or by using Window > Package Manager - Add
USE_INPUT_SYSTEM_POSE_CONTROL
to Scripting Defines Symbols (Edit > Project Settings > Player > Other Settings > Scripting Compilation > Scripting Defines Symbols) and click Apply. Do this for both the PC and Android tabs in the Player settings. This resolves the error "ArgumentException: Expected control 'pose' to be of type 'PoseControl' but is of type 'PoseControl' instead!" - Enable Oculus plug-in provider in Edit > Project Settings > XR Plug-in Management. Do this for both the PC and Android tabs in the XR Plug-in Management settings.
- Add the Oculus Eye Gaze Input Adapter component to a GameObject in the scene
- (Android platform only) Enable Eye Tracking Support in the Inspector window of the
Assets\Oculus\OculusProjectConfig
asset under section Quest Features > General by setting it to Supported or Required
Tip
To enable eye tracking support while using Oculus Link, open the Oculus desktop application and go to Settings > Beta. Click to enable Developer Runtime Features and Eye tracking over Oculus Link. Then click Restart Oculus, then unplug and plug in the USB cable. Finally, restart the Unity Editor.
Optional
- Enable Quest Pro under Target Devices in the Oculus settings Android tab in Edit > Project Settings > XR Plug-in Management > Oculus
- Generate custom Android manifest file (Oculus > Tools > Create store-compatible AndroidManifest.xml to update
Assets\Plugins\Android\AndroidManifest.xml
, which also automatically updates Edit > Project Settings > Player > Android tab > Publishing Settings to enable Custom Main Manifest
Hands Interaction Demo
This sample demonstrates hand tracking interactions with the XR Interaction Toolkit, containing a sample scene and other assets used by the scene.
This sample is installed into the default location for package samples, in the Assets\Samples\XR Interaction Toolkit\[version]\Hands Interaction Demo
folder. You can move these Assets to a different location.
Asset | Description |
---|---|
Editor\Scripts\ |
Asset folder containing Unity Editor scripts which adds Project Validation rules for the sample. |
Runtime\AffordanceThemes\ |
Asset folder containing Affordance Theme Datums used by Affordance receivers in the scene. |
Runtime\Materials\ |
Asset folder containing materials for the HandsDemoScene . |
Runtime\Models\ |
Asset folder containing models for the HandsDemoScene . |
Runtime\Prefabs\ |
Asset folder containing prefabs showcased in the HandsDemoScene . |
Runtime\Scripts\ |
Asset folder containing sample scripts. |
Runtime\Sprites\ |
Asset folder containing sprite textures for the HandsDemoScene . |
Runtime\HandsDemoScene |
Scene that illustrates a basic rig setup that supports hand tracking and controllers along with example interactable objects and UI. |
Prerequisites and setup
In order for this sample to function properly, a few additional packages are required. Install these by clicking Fix in Edit > Project Settings > XR Plug-in Management > Project Validation or by using the Window > Package Manager window. See Install XR Hands for installation steps for that package when using the Package Manager window.
- Starter Assets - imported from Package Manager under XR Interaction Toolkit in the Samples area
- XR Plug-in Management (com.unity.xr.management) - 4.3.1 or newer
- OpenXR Plugin (com.unity.xr.openxr) - 1.6.0 or newer
- XR Hands (com.unity.xr.hands) - 1.2.1 or newer
- HandVisualizer - imported from Package Manager under XR Hands in the Samples area
- Shader Graph - For the materials used on the rendered hands
To enable hand tracking support with an OpenXR project, enable the OpenXR plug-in provider in Edit > Project Settings > XR Plug-in Management. Then open Edit > Project Settings > XR Plug-in Management > OpenXR and enable Hand Tracking Subsystem under OpenXR Feature Groups.
Meta Quest support via OpenXR
If building for Quest, Quest 2, or Quest Pro, you will also need to enable Meta Quest Support (only available in the Android tab) and Meta Hand Tracking Aim. Then add an Interaction Profile in that same window, such as Oculus Touch Controller Profile, for controller support.
The main Hands Interaction Demo scene can be opened from the location Assets\Samples\XR Interaction Toolkit\[version]\Hands Interaction Demo\Runtime\HandsDemoScene
. This scene uses the assets in the list below. The prefabs are designed as a starting point for your own XR hand interaction based projects.
Demo scene layout
In the HandsDemoScene
there are multiple interaction areas. On the right side you will find objects to interact with. The floating touch will highlight upon hover and poking but cannot be picked up. The objects next to them can be manipulated. You will need to use a pinch gesture to pick up and move them around the table. When pinching with two hands, the floating objects can be scaled and rotated.
On the left half of the scene you will find the UI interactions. The UI elements can be interacted with in 2 ways:
- Ray & Pinch: UI can be clicked by pointing the hand Ray Interactor and then bringing your index finger and thumb together in a pinch gesture to activate selection.
- Poke: UI can also be clicked by pressing into the UI with your index finger. Some UI buttons have included the Poke Follow Affordance sample script which uses the finger depth to depress the UI buttons.
Hierarchy configuration
A Poke Gesture Detector component and Meta System Gesture Detector component are on the hand tracking GameObjects which manages automatically toggling interactors to disable them and their visuals by activating or deactivating those child GameObjects when the hand is making certain gestures.
The Hand Visualizer GameObject uses the HandVisualizer sample component from the XR Hands package to visually represent the hands.
See Starter Assets Hierarchy configuration for the base prefab hierarchy.
GameObject | Components | Description | ||||
---|---|---|---|---|---|---|
XR Origin Hands (XR Rig) | See base prefab. | Variant of the XR Origin (XR Rig) prefab that adds support for tracked hands. The XR Input Modality Manager is overridden to add references to Left Hand and Right Hand. | ||||
Camera Offset | See base prefab. | See base prefab. | ||||
Main Camera | See base prefab. | See base prefab. | ||||
Gaze Interactor | See base prefab. | See base prefab. | ||||
Gaze Stabilized | See base prefab. | See base prefab. | ||||
Left/Right Controller | See base prefab. | See base prefab. | ||||
Left/Right Controller Stabilized | See base prefab. | See base prefab. | ||||
Left/Right Hand |
XR Interaction Group Poke Gesture Detector Meta System Gesture Detector Audio Source |
Represents the interaction groups for tracked hand-based interaction. The Poke Gesture Detector is used to mediate between poke and ray pinch interactions. The Meta System Gesture Detector is used to disable interactions while doing menu palm pinch gestures. The Audio Source is used as an example response to the menu palm pinch gesture. | ||||
Poke Interactor |
XR Poke Interactor Tracked Pose Driver |
Interactor used for interacting with interactables by poking. Pose driven by the index finger's tip. | ||||
Direct Interactor |
XR Direct Interactor Sphere Collider XR Controller |
Interactor used for interacting with interactables by pinching at close range. The Sphere Collider is configured as a trigger collider and used by the XR Direct Interactor to detect collisions with interactables. Has an XR Controller to override the Position action to use the pinch position of the hand. | ||||
Ray Interactor |
XR Ray Interactor Line Renderer XR Interactor Line Visual Sorting Group XR Controller |
Interactor used for interacting with interactables by pinching at a distance. Uses physics ray casts to detect collisions with interactables. The Sorting Group is used to make the line visual draw in the expected order over UI. Has an XR Controller to override the Position and Rotation actions to use the Meta Hand Tracking Aim feature. | ||||
Poke Stabilized Attach | XR Transform Stabilizer | Stabilized left or right poke pose used as the Attach Transform of the XR Poke Interactor. | ||||
Direct Stabilized Attach | XR Transform Stabilizer | Stabilized left or right pinch pose used as the Attach Transform of the XR Direct Interactor. | ||||
Ray Stabilized | XR Transform Stabilizer | Stabilized left or right aim pose used as the Ray Origin Transform of the XR Ray Interactor. | ||||
Ray Stabilized Attach | Stabilized pose used as the Attach Transform of the XR Ray Interactor. | |||||
Hand Visualizer | Hand Visualizer | Visual representation of the tracked hands. | ||||
Locomotion System | See base prefab. | See base prefab. |
Troubleshooting
If you find yourself in an error state when trying to import the packages, it can be helpful to use the below images to identify the issue and take the appropriate steps to correct them:
The above error will happen if you have not imported the Starter Assets from the XR Interaction Toolkit Samples first. Once imported, these errors should be cleared. You can navigate to Project Validation in XR Plug-in Management to see this error as well (see image below). Clicking Fix will import the Starter Assets for you.
If you are unable to run the sample scene correctly, you may not have imported the XR Hands package correctly. Checking the Project Validation in XR Plug-in Management will reveal what might be missing. Clicking Fix will import the main package.
Note: if the XR Hands package has not been imported, you will also need to import the HandVisualizer sample package by clicking Fix as shown in the image below:
Document revision history
Date | Reason |
---|---|
April 26, 2023 | Added detailed description of the XR Origin (XR Rig) prefabs and its GameObjects. |
January 24, 2023 | Updated documentation for Hands Interaction Demo to include installation steps and troubleshooting. |
January 18, 2023 | Added documentation for Meta Gaze Adapter and Hands Interaction Demo samples. Matches package version 2.3.0. |
December 14, 2022 | Added documentation for new prefabs, eye gaze, and simulator UI. Matches package version 2.3.0. |
April 29, 2022 | Added documentation for the Tunneling Vignette sample. Updated Starter Assets with XRI UI action map. Updated preset images with new XR UI Input Module preset to match 2.1.0. |
March 4, 2022 | Updated Starter Assets for reorganized actions into new action maps. Matches package version 2.0.1. |
February 15, 2022 | Renamed the Default Input Actions sample to Starter Assets. Matches package version 2.0.0. |
October 20, 2020 | Document created. Matches package version 0.10.0. |