We are excited to share the initial preview release (0.9 preview) of the XR Interaction Toolkit, available as a package for Unity 2019.3. The XR Interaction Toolkit enables you to add interactivity to your AR & VR experiences, across our supported platforms, without having to code the interactions from scratch. For more information, please refer to our blog post.
Let us know what you think
The main goal of this preview release is to gather feedback on how the XR Interaction Toolkit is working for you so we can fine-tune the experience to fit your needs. Please provide input via this quick survey or feel free to ask questions in this forum thread.
If you encounter a bug, please use the Unity Bug Reporter in the Unity Editor, accessible via âHelpâ > âReport a Bugâ. Include âXR Interaction Toolkitâ in the title to help our staff triage things appropriately! For more details on how to report a bug, please visit this page.
Unfortunately, it seems that installing via the Package Manager is not working as the XR Legacy Input Helpers version 1.3.9 is not yet released. Also, the Package Manager version is 0.9.1 rather than 0.9.0.
On the Locomotion docs page (Locomotion | XR Interaction Toolkit | 0.9.4-preview)
a. You reference a Primary and Secondary device for the SnapTurnProvider, from what I see on the script this has been replaced by a âControllersâ array. If so, this needs to be updated in the docs.
b. The Locomotion Systems section states that the example value is set to 600 seconds, while the attached image shows a Timeout of 10. I believe this is an error?
c. The Teleportation section has a link that doesnât seem to be formatted correctly. âThe XR Interaction system also provides various line rendering options. For more information, see the main documentation for the Interaction Package.â
I have the WorldInteractionDemo = Unity 2019.3.0f1 installed but when Iâm in play mode on the Rift thereâs just the loading screen and doesnât move on
Do you have the âOculus XR Pluginâ package installed? Go to Window->Package Manager, and check the left hand side bar. This is our latest Oculus plugin.
Once youâve installed that package, youâll also want to configure it to load up when entering playmode. To do that, go to Edit->PlayerSettings->XR Management, and in your current platform add the Oculus Loader. This is what loads up the various systems when entering play mode. You shouldnât have to mess with settings otherwise.
If both those are good, let me know if you get any logs or warnings or errors when entering playmode.
Will check with legal and the boss man, that is our source repo, will either update the docs to not point there, or will make that public depending on whatâs âsafeâ.
2:a)Changed that mechanic late in the game, so itâs pointing to old mechanics. It used to force a left & right hand only, and imo wasnât extensible. As we move toward 1.0 Iâd like to make XRController the one point of truth for all XR Interaction input, and so it now pulls itâs data off the assigned XRController.
2:b&c) Will fix both on our next pass of docs, thanks for the catch!
Somebody also mentioned elsewhere that there are obsolete warnings when using Unity 2019.3.0f1 . Those will not cause issues right now, and the next quick release will remove the warnings, and upgrade any existing XRRig assets (prefabs & scenes) to use the new, non-obsolete types.
Since I see the legacy Input Helpers I suppose this package will only support the legacy input system.
Will there be an update to use the new input system?
It looks like an awesome package but without compatibility with the new input system I canât use it.
@MaskedMouse
It supports our intermediary solution âInputDeviceâ. The LegacyInputHelpers dependency is to get access to the TrackedPoseDriver, which is also being upgraded.
Support for the new Input System is on the short term roadmap. This will bring us a greatly expanded layer of abstraction in the XRController an AR gesture systems which Iâm looking forward to.
@Jayjays
Hmmmmmmm,
That definitely looks like our supplied example project, and those errors are what you would see if the Interaction Toolkit Assembly wasnât properly referenced in your project assemblies.
I donât want to run you on a wild goose chase, but can you verify that âXR Interaction Toolkitâ is an installed package (in case something in our example got misconfigured), and if it is, maybe run Assets->Reimport All.
Iâve seen this in development builds, where the package manager gets a little confused and âdropsâ a reference, but I would have hoped that got fixed before a final release.
Do you mean having a slower warp time? e.g. when SnapTurning, instead of doing it in one frame, doing it over 0.5 seconds, maybe with a small vignette effect?
We are gathering improvements from internal teams and partners atm, based on the types of interactions and systems they need, and general feedback as they get comfortable with the system. You can always extend and replace, most of our components are open source and based off of base classes or interfaces, but we will be looking to bake in common or expected functionality to make the out-of-the-box components more robust.
I donât think that one is on the shortlist, but it definitely feels like something that would be nice to be built in. Our Locomotion System already has a concept of exclusivity locks (canât snap turn while locomoting), so we should be able to extend that out. Iâll throw it on the pile :).
Ok so I restarted the PC loaded up Unity and WorldInteractionDemo and its works fine so lets not ask any questions why it wasnât working. Thanks for your suggestions!