AR + VR: Mixed Reality (MR) ☄️ Google Cardboard XR Plugin ☄️☄️☄️☄️☄️ Google VR

VR + AR: Mixed Reality (MR) Camera — Unity Asset that uses Google Cardboard XR Plugin (former Google VR SDK) to display 2D or 3D objects as though they were in the real world mixing Virtual Reality and Augmented Reality.

VR + AR: Mixed Reality (MR) is included in new AR Bundle.

New Version 2.0 of this package with Google Cardboard XR Plugin is available here as separate Unity Asset.

New Version 2.1:

— Google Cardboard XR Plugin 1.4.1 with OpenGLES3 (instead of OpenGLES2);
— Native Camera 1.2.7;
— Debug Logging of Gaze-based Reticle Pointer: off by default;
— Updated Packages from Unity Registry.

I need to use Image Based AR targets in my MR scene. Is that possible with this Camera? This has XR Foundation disabled, so I’m assuming I can’t use image targets?

Google Cardboard XR Plugin & Unity AR Foundation (ARKit/ARCore) are 2 plugin providers.
You can’t use 2 plugin providers at the same time with Unity’s XR Plugin Management package.

I want to use an AR Anchor sort of feature in my MR scene. Are there any alternatives for anchoring without using AR Foundation as Google cardboard XR plugin & Unity AR Foundations cannot work at the same time?

Not on mobiles for now.

New Version 3.0 is available on Asset Store:

:star: Improvements:

  • Unity 2019.4.35 for iOS/Android;
  • Unity 2021.2.10 for Android;
  • Google Cardboard XR Plugin 1.12.0;
  • Native Camera 1.3.2.

:star: Fixes:

  • Rendering of Gaze-based Reticle Pointer: change Image component to TextMesh Pro.

"Hello, I have been looking for many days for an android app where it is possible to watch imported 3D models in AR using VR at the same time.

I found your Mixed Reality Camera - Unity Asset.
Is my idea possible to accomplish with this project?

Do you happen to know why apps with these properties (VR/AR at the same time) doesn’t exist anywhere?"


In general, yes.
You can achieve your goal and publish an app.

Such an app doesn’t exist, because there are technical limitations to do this: You can’t mix AR Foundation (ARCore, ARKit) and Google Cardboard XR Plugin.

So if you read the description and watch the video carefully, you could notice that the objects in the video don’t hardly attach to the real space. They are floating in real space.

This is because my Unity Asset doesn’t use any AR engine, instead it uses camera flow and movement/rotation with Google Cardboard XR Plugin.

In technical words, this is 3 DoF, and not 6 DoF.

3 DoF suits some cases, when you need to demonstrate something in Mixed Reality without a hard connection to the real planes - for example, just to generate Photo or Video Content.

But for some cases, you need 6 DoF to move in space staying virtual objects in the right places.

For this task, you need a separate device like HoloLens. That’s why it exists.

I provide [6 DoF] assets, but only with AR Foundation and not with VR [ad].

Hi, is this plugin available for ARFoundation 5.x?

Hi, my asset works independently of the AR Foundation. Full Docs are here.

Thanks for @makaka-org reply.
I’m currently using Google’s Cardboard plugin for Unity in my ARF 5.x project.
When I checked both Cardboard XR Plugin and Google ARCore XR provider, my packaging results will not see the AR content, including camera images.
If you purchase and use your plug-in, can these problems be solved?

Google Cardboard XR Plugin is incompatible with AR Foundation.