<aside>
👋 Oculus Quest users please use XRLaserDemo(OculusQuest).unity
demo scene.
</aside>
Go to Window > Package Manager, install XR Plugin Management and XR Interaction Toolkit.
Go to Player Settings, click on XR Plug-in Management, tick Initialise XR on Startup Then tick the plug-in providers on your needs.
https://lh6.googleusercontent.com/yVcu2jFctXV6kbi37JbYJ-npXeMLK-eHi58UaqYfU4rqpjCfqVcbyvIoDBd36hDvJcWcxX_oEAcLbCRMz25dVvnW9xslxDwYGpGKRCBxEEig-XupkDNhd7kz1YwLuTvxfQ
Run the demo!
Go to Window > Package Manager, install XR Interaction Toolkit.
Go to Player Settings, in XR Settings, tick Virtual Reality Supported in the Deprecated Settings, then select OpenVR in the Virtual Reality SDKs.
https://lh4.googleusercontent.com/W_OnGxYMo0_29bsWgAXWOz6tXyFS_cZ8B6tYDdQVWDKfytV4iglwUiJmMpu6ZjXOkMqozrgIxpjl9liIE2Ac7gMvZJdVt12oL8atPBLM8Vv1Vu4buKBJXGTT-AUGispuLw
Run the demo!
Follow the steps in Prerequisite to run the demo ******to make sure the correct environment has been set.
Create Device-based XR Rig in your scene.
Make sure all the canvases have Tracked Device Graphic Raycaster
as it’s required by XR interaction toolkit. And assign the Main Camera to the Event Camera on all the root Canvas components.
<aside> 💡 Some VR UIKit components contain sub-canvases to reduce the draw calls. So an easy way to make sure all the canvases have the correct setup is to filter all the canvas in your scene.
</aside>
https://lh5.googleusercontent.com/2p6smtwjnU9J3JEwzBrf2-GHAyUisavZzpoSHul2r8VzgaJb0CfiYAhDvF9o6kfoTumc4Hhxp2qieVgbh_T_LjwcKt6zc5MN8Jae7--98peqp0g4MBxuSLyBh4Q1b3cWFg
https://lh6.googleusercontent.com/RJM4xighYSuQnTR66bDPvmwmoljY_sm1CVnOvjwPgyDLfZPzN28qGTrpNETdTCZkwBcopKOS5MxJBokmqyDI86iUxpPMeCGHgaOp2jnrhR7_Agb5Ez3W2GI7f8lKqqebBw