My team and I are excited to share that with the recent release of Meta Quest 3, AR Foundation support for Meta Quest has moved from experimental preview to fully supported in Unity 2022 LTS!
Our new blog post covers what’s new. Let us know what you think below.
Hi Kevin,
That’s really awesome - is this also compatible with Meta quest pro and Quest 2 devices?
What about “Spatial Anchors” or, better said “Shared Spatial Anchors”?
Just to be clear, what I’d like to (and probably everybody) is to add an object and my partner or colleague sharing real space, also share our virtual space and collaborate with it…
The “Quick Start Guide” link does not work, as shown below it does not go where I think you want it to go
On Android/Quest, there is immediately a warning about the use of SSAO, personally, I would not recommend having SSAO enabled on a Mixed Reality project by default, so it should be disabled. (however, I think this validation is in error because even by disabling SSAO in the Balanced URP config, the warning remains). It would be best to just have a single graphics profile in the template. (Building did clear the error in the end)
Not sure if it is an error with this template or maybe a bug I ran into with the Hub, but using more than a SINGLE character for the project name warned of a project path being too long, even if I placed the project on the root of my drive :S
All in all the sample work very nice (although distance placement with pinch and controller select would be my first request, since everything else works both ways)
The “Biggest” issue with the template, primarily with the documentation, is that it is not clear HOW the objects are spawned. I eventually figured out there is an “AR Contact Spawn Trigger” component added to the controllers and hands, which if not configured, searches for any Object Spawner in the scene. But this was NOT an easy thing to find.
A supplementary issue I have found is that the sample is only configured for horizontal planes, which when contacted with “work”.
However, when you enable “Vertical” planes, even when interacted/collided with, these DO NOT work and no object is spawned. After some searching, I found a “Require Horizontal Up Surface” option on all the components which is checked, preventing vertical planes from being acted on. This too needs including in the documentation (also curious why it does not use the same enum options as the AR Plane Manager for plane selection)
Hey @joslat AR Foundation is supported on Quest 2, Quest Pro and Quest 3. We hear you and the community loud and clear. Expanding anchors to be persistent and then shareable is a high priority for us.
@emartino , if Meta adds support for image or object detection in their native SDK, we’ll be able to consider exposing it through AR Foundation.
The Action based controller manager is missing in the newest version , thus my XR Interaction group is broken for now , is there a new version for that?
Thanks for the feedback @SimonDarksideJ . I’ll share it with the team. We’re aware of the broken link and have a fix in flight. Here is a working for the Quick Start Guide in the mean time.
The XR_FB_display_refresh_rate OpenXR extension allows you to update the current refresh rate of the device.
If you’re using AR Foundation, see this docs page.