Hello everyone,
We are happy to announce that this week we have released our Telerik Developer Tools for Extended Reality (XR).
The main asset providing all features that we currently support may be found as Telerik XR Complete in the Unity Asset Store.
We also provide several assets that are subsets of the complete package and may be considered in case your project requires only some of the features. These packages may be found in Unity Asset Store using the following links:
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Telerik XR Motions - contains the functionalities related to locomotion and motion camera effects.
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Telerik XR Interactions - contains the functionalities related to hand tracking and controller interactions.
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Telerik XR CanvasUI - contains Canvas UI components including the default Unity UI with improved vector-like rendering and also a Keyboard that may be used both in XR and non-XR scenarios.
Every asset includes its own demos and documentation. Note that the integration demos showing how to combine different functionalities into a single scene are included in Telerik XR Complete only.
You may find more detailed information on the installation process and the included features in the asset store descriptions. Detailed information on specific feature may be found in our online documentation. Once you install the assets you may take a look at the getting starting articles which show how to setup your first XR scenes with a drag-and-drop operation of a single prefab.
We will be happy to hear your feedback on the released assets and their related resources. We are creating our roadmap based on our customers requests, so please share your thoughts either here in the forum thread or by using the other support options.
Here are some of the initial questions that will certainly help us to choose the next steps in our product development cycle:
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Which XR platforms do you plan to target in your applications?
We have organized the code hierarchy with desire to make the cross-platform development easy and the core features such as positioning the XR hands and head should be working on all platforms supported by Unity. We also have code which targets the Oculus Quest hand tracking capabilities which works integrated with the Oculus XR Plugin without the need of Oculus Integration. -
Do you plan to target HoloLens 2?
As we already have support for Oculus Quest hand tracking, we were thinking of making the similar integration for HoloLens as well. Would you find this useful? -
Which render pipelines do you need for your projects?
We currently have several shaders across the packages that are developed for the built-in render pipeline. Would you need them ported for URP or HDRP? -
What are the features you would be happy to see in the next versions of our product?
Thank you all for your time and hope you enjoy our work!