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Package to correspond values from De-Panther's unity-webxr-export to InputSystem and XR Interaction Toolkit

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someone-s/webxr-xri-toolkit-bridge

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WebXR XR Interaction Toolkit Bridge

Summary

  • Package to correspond values from De-Panther's unity-webxr-export to InputSystem and XR Interaction Toolkit
  • Currently VR is the only supported use case (and only with controllers and not hand tracking)
  • The current stage is very barebones, missing many features

Functionality

  • Controllers fully functional with XRIT
    • Recommand using the XRIT prefab rig with XRIT Starter Asset Samples (get from Unity Package Manager)
    • Controllers values (position, rotation) are passed to XRIT through InputSystem
  • Cameras (Left, Right) created when entering WebXR VR mode
    • Camera on XRIT prefab rig not used
    • Camera values from the rig (which is tagged as MainCamera) not copied over
    • Headsets values (position, rotation) are passed to XRIT through InputSystem

Use

  • Use the XRIT prefab rig with XRIT Starter Asset Samples (get from Unity Package Manager) <Optional, Recommanded>
    • Put the XRIT prefab into scenes
  • Follow, until before build, unity-webxr-export page
    • Note webxr-interaction is not used or required (and can be omited)
  • Import
    • openupm
    • Add the included Prefab in scenes (does not need to be parented)
  • Continue following unity-webxr-export page
    • Note some web server throws error relating to compression, if so, disable Compression at Project Settings > Player > Web tab(the icon left of Android) > Publishing Settings > Compression Format

Missing features

  • Hand tracking (bridge WebXR to com.unity.xr.hands)
  • Better way to handle the Camera(s), options:
    1. Do some calculation and troubleshoothing to use the existing XRIT prefab camera
      • Create and Set correct steroViewMatrices and steroProjectionMatrices on Camera.main
      • Figure out how to enable stero on Camera.main when entering VR mode
    2. Copy Camera.main settings to the created camera
      • Have a camera (maybe a 3rd one that does not render) acting as Camera.main (disabling the Camera component on the GameObject tagged with MainCamera will set Camera.main to null)
      • Copy camera settings to and from the original main camera

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Package to correspond values from De-Panther's unity-webxr-export to InputSystem and XR Interaction Toolkit

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License

Apache-2.0, Unknown licenses found

Licenses found

Apache-2.0
LICENSE
Unknown
LICENSE.meta

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