Quest 3: Powerful Mixed Reality Features with The NEW Meta Depth API

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  • Опубліковано 27 січ 2025

КОМЕНТАРІ • 93

  • @dilmerv
    @dilmerv  Рік тому +4

    📣 Consider becoming a Patreon and gaining access to today's Unity project and many others:
    www.patreon.com/dilmerv and GET MY “Full Source Code” Tier
    *** IMPORTANT INFO FOR URP SUPPORT ***
    I did additional testing and got URP to work. Take a look at this information if you're using URP in your project:
    1- Be sure to have a scene model available. You will need to scan your area in beforehand.
    2- You must install both packages below. The first one has dependencies needed to read stereo data:
    - Main Package: github.com/oculus-samples/Unity-DepthAPI.git?path=/Packages/com.meta.xr.depthapi
    - URP Package shaders: github.com/oculus-samples/Unity-DepthAPI.git?path=/Packages/com.meta.xr.depthapi.urp
    3- I recommend using this project as I made sure to have all the settings correct:
    github.com/dilmerv/MetaDepthAPIWithURP
    📌 Helpful resources including Depth API Guitar demos available below:
    developer.oculus.com/blog/mesh-depth-api-meta-quest-3-developers-mixed-reality/
    github.com/oculus-samples/Unity-DepthAPI

  • @manimaran6582
    @manimaran6582 Рік тому +4

    You are amazing bro..! We want more videos for quest 3..!!

    • @dilmerv
      @dilmerv  Рік тому +3

      Thanks a lot my friend, working on a new one right now 😉🔥

  • @michelmilek2891
    @michelmilek2891 Рік тому +3

    Thank you very much for your content you´re always ahead. I'm developing for Quest 3 and my goal is Mixed Reality and your content is always amazing and deep. You´re my number resource for VR/MR keep the great work, from a brazilian fan.

    • @dilmerv
      @dilmerv  Рік тому +1

      Thanks for your feedback and congrats on your goal, mixed reality is going to be huge and having a part in the ecosystem will be amazing for you and many others who join right now.

  • @scottmichael2023
    @scottmichael2023 Місяць тому

    Thank you for always good lectures.
    Everything else was understood and implemented
    From 15:10 in your video
    How did you get a real book and cover the front of the object
    I'm curious.

  • @playpalvr
    @playpalvr Рік тому +1

    Great, expecting more Depth API tutorials!

    • @dilmerv
      @dilmerv  Рік тому +1

      There will be more for sure, thanks for your feedback!

  • @vrambassador
    @vrambassador Рік тому +1

    Now you got me! Waiting for this to get into dev of mr. Thank you so much.

    • @dilmerv
      @dilmerv  Рік тому +1

      I know the feeling! Thanks for sharing your excitement and support!

    • @vrambassador
      @vrambassador Рік тому

      @@dilmerv thanks for your reply. Do you already plan to have a look into Mixed Reality Mulitplayer development with spatial ancors and point cloud share? For developing local multiplayer games? I really wonder this is already in the main SDK 57?

    • @vrambassador
      @vrambassador Рік тому

      by the way i will start my pledge on patreon next weekend, cause you're an absolut perfect source for my current interests. Thank you so much.

  • @tompainter7167
    @tompainter7167 Рік тому +3

    hey not sure if anyone else tried this tutorial yet? but it seems the toggler is put in the scripts folder, but then not put in the scene and configured?
    I saw in the video you dont do that, but somehow the toggler seems to work for you? I had to set it up with steps I figured out myself
    > make empty gameobject called toggler
    > drag toggler script onto it
    > in the inspector, in the occlusion toggler script, I selected the "Environment Depth Occlusion" node as the Occlusion Controller
    This seems to make this difference and it worked
    couldn't download the robot asset, seems the asset store is down for me today, anyone else?

    • @dilmerv
      @dilmerv  Рік тому +1

      Oops, thanks for the feedback Tom, I must've missed that during editing and cut that section by mistake, I appreciate your feedback to the community with steps, you're awesome!

    • @tompainter7167
      @tompainter7167 Рік тому

      @@dilmerv no worries, it feels good to contribute something after so much take take take from your channel 👊🏻

    • @mferna23
      @mferna23 4 місяці тому

      Thank you!

  • @shayegan.
    @shayegan. Рік тому +1

    hey man,
    Thank you for the hard work. I really learned a lot from you.

    • @dilmerv
      @dilmerv  Рік тому

      Thanks a lot man, I really appreciate your support and feedback!

  • @tajin8122
    @tajin8122 Рік тому +1

    Is this OVR only or can we use it in OpenXR?

  • @TheDigitalArchiveProject
    @TheDigitalArchiveProject Рік тому +1

    That was impressive!

    • @dilmerv
      @dilmerv  Рік тому

      Thanks for your feedback 🙏

  • @avetu5
    @avetu5 Рік тому +1

    Thank you Dilmer! Great tutorial as always! Bytheway I have an error after doing the imports of Depth API and Oculus Integration, the system tells me "XRDisplaySubsystem' does not contain a definition for 'GetRenderTexture' and no accessible extension method..." any clue about this?

    • @dilmerv
      @dilmerv  Рік тому

      Hey there thanks for your comment! What version of Unity and Oculus integration are you installing?

  • @leonangli5477
    @leonangli5477 Рік тому +1

    This is so cool! Your channel is so underappreciated and deserves more subscriptions. Do you know if it works with a Quest Pro (from the documentation, it seems this only works on a Quest 3)?

    • @dilmerv
      @dilmerv  Рік тому +1

      Hey thanks for your nice comment! To answer your question, this feature only works with a Quest 3 because it is equipped with a depth camera, Quest Pro doesn’t have one and therefore can’t generate depth data needed to occlude virtual content. Good question!

  • @siriusgu4579
    @siriusgu4579 Рік тому +1

    great sample!

    • @dilmerv
      @dilmerv  Рік тому

      Glad you liked it, thanks for your feedback!

  • @SamSamTutorialMan
    @SamSamTutorialMan Рік тому +3

    This is sick!!! Damn you for making me want to get a q3 😂

    • @dilmerv
      @dilmerv  Рік тому +1

      Awesome then I am doing my job 😃 it is a very cool device, thanks for watching Sam!

  • @arprint3d
    @arprint3d Рік тому

    Muy bueno! gracias por compartir. excelente info

    • @dilmerv
      @dilmerv  Рік тому

      Gracias a ti por tu tiempo y excelente comentario, saludos!

  • @DmytroMomotov
    @DmytroMomotov Рік тому +1

    Finally realtime depth for VR!)

    • @dilmerv
      @dilmerv  Рік тому

      Couldn’t agree more and I share your excitement 🥳🔥

  • @ESnet3D
    @ESnet3D Рік тому +1

    Awesome video!
    I'm wondering if/how it's possible to place a object on top of the "real" table, right from the start. Am i able to get "access" to the informations about the furniture, made by the Quest user ?

    • @dilmerv
      @dilmerv  Рік тому +1

      Yes you can access any of the mesh information from the start as long as you setup the scene model which is required for this experience.

    • @ESnet3D
      @ESnet3D Рік тому

      Thank you - a video how to access this mesh informations - i.e. how to place a Eating Plate automatically on a Mesh marked as a Table - would be AWESOME @@dilmerv

  • @akhilnitta4794
    @akhilnitta4794 Рік тому

    Hi Dilmer, Thank you so much for the great tutorials. I am trying to inherit the Grabbable script which is inside the Package Manager but when I go to the definition of the Grabbable script it is inheriting from the metadata Grabbable script instead of the Package Manager Grabbable script. I need to access BeginTransform, UpdateTransform, and EndTransform methods from the Package Manager Grababble script to add some variables.
    I want to override the BeginTransform, UpdateTransform, and EndTransform methods from the Package Manager Grababble script into a custom script.
    Can you please help me with this?
    Thanks in advance.

  • @ankitifoo
    @ankitifoo Рік тому

    Does quest 3 supports post processing in passthrough?

  • @xyzconsultingarvr3ddesign8
    @xyzconsultingarvr3ddesign8 Рік тому +1

    Awesome content as always! Would love to see one using AR foundation, I am super interested in Image tracking for content placement. I find Anchors super tedious so Image tracking would be awesome to align my scene to the real world

    • @dilmerv
      @dilmerv  Рік тому +2

      Thanks for your great comment, currently Image tracking is not supported with a Quest 3, I did notice a QR Code scan feature when setting up the device so perhaps Meta will be exposing image tracking features in the near future.

    • @xyzconsultingarvr3ddesign8
      @xyzconsultingarvr3ddesign8 Рік тому

      @@dilmerv thanks for the reply! Well that's disappointing, I just assumed all the features from AR foundation would port over. Anchors it is for now then 😮‍💨

  • @archtica
    @archtica Рік тому +1

    Hi there, thanks for the video! Is it possible to access the created mesh directly and use for other purposes? Like at 14:44.

    • @dilmerv
      @dilmerv  Рік тому +1

      Great question, I am not 100% sure but I will look into it and let you know. Thanks for your feedback!

  • @jankubr5597
    @jankubr5597 Рік тому

    Thank you for another great tutorial. Byt I have oné question.
    Is there any option to access heart rate from Meta Move?? In some kind od game it´s accassable byt is ti also accassable in Unity? I mean any api etc.??
    Thank you for you great work!!!

    • @dilmerv
      @dilmerv  Рік тому

      Interesting question and to be honest I am not sure. I will look into this more and let you and the community know. Thanks for your time!

  • @bejoapp
    @bejoapp Рік тому +3

    Amazing

  • @MaedErd
    @MaedErd Рік тому

    Great, thanks a lot for the tutorial :) I have one question, is the Depth API also working when running the app in Unity Editor using quest link?

    • @dilmerv
      @dilmerv  Рік тому

      I got scene understanding to work with Oculus link but occlusion unfortunately is not working as of now, more likely Meta will add it later on. Good question!

  • @Twoshotsofespressi
    @Twoshotsofespressi Рік тому

    the tutorial helped a lot while developing for mixed reality, thanks a bunch! But I witness a strange bug, while exporting the build via 'build and run' the occlusion works perfectly but starting it with the Quest on its own over unknown source, the gameobject with the depth shader isn't visible at all, does anyone know how to fix this? bit frustrating while you changed nothing in previous export steps.

    • @dilmerv
      @dilmerv  Рік тому +1

      Yes that’s normal, you need to connect the Quest device via USB-C and run the experimental command through adb as I showed in this video. Also it will reset back after restarting the headset so every time you restart you will need to run the command again. This is only while the feature is in experimental mode, once Meta promotes it to prod then you should be good.

    • @Twoshotsofespressi
      @Twoshotsofespressi Рік тому

      @@dilmerv thank you so much for your fast reply! Then I hope Meta will promote it soon 😅
      have a nice day!

  • @DarkforcesII
    @DarkforcesII Рік тому

    Have you had a chance to compare the oculus integration tools with the new ar foundation mr template? With the vision pro coming out, I'd like to be able to reuse as much code as possible with ar foundation.

    • @dilmerv
      @dilmerv  Рік тому +3

      I haven’t yet but I will review it this weekend and possibly do a video about my experience, thanks for your suggestion and feedback!

    • @tompainter7167
      @tompainter7167 Рік тому +1

      @@dilmerv hey I did a bunch of AR dev a few years ago and eventually understood all the different SDK options, now Im looking at VR/MR and so confused by all the different meta/openXR/AR foundation/MRTK variations, specifically with regards to quest develeopment there seems to be some degree of overlap. would love a video that talks about all of them and the pros and cons

  • @vinigamedev4158
    @vinigamedev4158 Рік тому +1

    Great tutorial, but despite this video was posted 2 weeks ago, Oculus Integration is now Deprecated. Now it changed to Meta XR Core and others, and it seems bugged

    • @dilmerv
      @dilmerv  Рік тому +1

      Thanks and yes you are right they changed packages right after I published! But no worries I will update this video soon!

  • @SonaliS-i8i
    @SonaliS-i8i 11 місяців тому

    Hi , is Image tracking and model trcaking possible in meta Quest 3 for unity

    • @dilmerv
      @dilmerv  11 місяців тому

      Hey great question but currently that is not an option. I will keep everyone updated if Meta changes that with future versions.

  • @VrainbowStudioGame
    @VrainbowStudioGame Рік тому +1

    thanks bro.

    • @dilmerv
      @dilmerv  Рік тому

      Thank you for watching 🙏

  • @BjarkeHellden
    @BjarkeHellden Рік тому +1

    Did you try implementing using URP?
    When I try, unity tells me there's multiple errors in the shaders and objects turn invisible when using them

    • @dilmerv
      @dilmerv  Рік тому

      I tried the demo project with URP and deploy it just fine but didn’t build a project from scratch with URP, let me do that very quick and let you know.

    • @dilmerv
      @dilmerv  Рік тому

      Also, what version of Unity did you use and what computer type (PC or Mac) ?

    • @dilmerv
      @dilmerv  Рік тому +1

      Ok I did additional testing and got it to work. Take a look at this information for URP:
      1- Be sure to have a scene model available. You will need to scan your area in beforehand.
      2- You must install both packages below. The first one has dependencies needed to read stereo data:
      - Main Package: github.com/oculus-samples/Unity-DepthAPI.git?path=/Packages/com.meta.xr.depthapi
      - URP Package shaders: github.com/oculus-samples/Unity-DepthAPI.git?path=/Packages/com.meta.xr.depthapi.urp
      3- I recommend using this project as I made sure to have all the settings correct: github.com/dilmerv/MetaDepthAPIWithURP
      Let me know if you have additional questions.

    • @BjarkeHellden
      @BjarkeHellden Рік тому

      Thanks for the reply@@dilmerv I'm on PC, Unity 2022.3.11f1, Oculus XR Plugin 4.2.0-exp-env-depth.1, Universal RP 14.0.9, Oculus Integration 57.0 and I installed both Main Package and URP Package shaders.

    • @BjarkeHellden
      @BjarkeHellden Рік тому

      @@dilmerv I found that pressing the Play button in Unity editer causes the problem. It works as long as I don't press that

  • @jamesprise4252
    @jamesprise4252 Рік тому

    have you had issues with the app crashing? my quest 3 asks for the room set up then after the "made with Unity" logo, the app crashes. Any thoughts? exp features are enabled. Thanks!!!

    • @dilmerv
      @dilmerv  Рік тому

      Interesting James, is it crashing with a simple app / game, or are you running a basic demo? I am wondering how many objects have occlusion? It may be good to go over the logcat logs to find out why it crashed.

    • @jamesprise4252
      @jamesprise4252 Рік тому

      Good point, I did have two objects with the shader on. I wonder if it didn't like the shader on that game object; I didn't follow your scene and didnt use the robot demo etc. I will try again and see what happens. Thanks for the time!
      @@dilmerv

  • @Syertim
    @Syertim Рік тому

    When i use the depth API shader on a material it makes the object turn transparent, any suggestion?

    • @dilmerv
      @dilmerv  Рік тому

      What rendering pipeline are you using and what's the shader name of the shader you added to the material?

    • @Syertim
      @Syertim Рік тому

      I'm using the built-in render pipeline and the shader is the occlusion standard shader from meta @@dilmerv

    • @Syertim
      @Syertim Рік тому

      actually the objects turn transparent after i press play on the editor and it stays transparent after that, and i get these 2 warnings:
      - [OVRSceneModelLoader] LoadSceneModel failed. No link or HMD detected.
      - DepthAPI: no environment texture
      when i build the app i have these warning, it seems some conflict between vulkan and directX maybe?
      - Shader warning in 'Meta/Depth/BiRP/Occlusion Standard': use of potentially uninitialized variable (CalculateEnvironmentDepthSoftOcclusion_Internal) at Project/Library/PackageCache/com.meta.xr.depthapi@13b6d11e6a/Runtime/Core/Shaders/EnvironmentOcclusion.cginc(75) (on d3d11)
      -Shader warning in 'Meta/Depth/BiRP/Occlusion Standard': 'i': loop control variable conflicts with a previous declaration in the outer scope; most recent declaration will be used at Project/Library/PackageCache/com.meta.xr.depthapi@13b6d11e6a/Runtime/Core/Shaders/EnvironmentOcclusion.cginc(78) (on d3d11)
      for either vulkan and d3d11
      @@dilmerv

  • @jimmyding335
    @jimmyding335 Рік тому

    One of the thing I encountered while trying to test the Depth API is that the new Meta XR All-in-One SDK is automatically moved to Packages instead of Assets. This isn't the biggest issue, but then all the materials within that packages are pink and no matter how I try to implement them via Universal Render Pipeline, it always automatically goes back to pink... Also the Meta/Occlusion does not exist in the new Meta XR All-In-One... I'd love to know if anyone found a solution to that

    • @dilmerv
      @dilmerv  Рік тому +1

      Thanks for the info, I will cover this in my next video.

    • @jimmyding335
      @jimmyding335 Рік тому

      @@dilmerv can't wait! Looking forward to your next video :)) Also, it does seem like there are some features that Oculus Integration has and not the Meta UPM all-in-one SDK. I wonder if you still need to install the Oculus Integration v47 so it can work with Meta all-in-one... Very grutuitious, but I guess there's not much an option...

  • @deimovprojects
    @deimovprojects Рік тому +1

    Perfect! can you do one using unreal?

    • @dilmerv
      @dilmerv  Рік тому

      Thanks for your feedback I will look into it!

  • @haraldgundersen7303
    @haraldgundersen7303 Рік тому +3

    Been waiting for this since 2017... 😀. Problem now is buying the Quest3 or wait for competitors like Apple, Samsung... This tech is not yet inexpensive...

    • @dilmerv
      @dilmerv  Рік тому +4

      It is definitely a big investment, Apple will never be affordable, but yes a bit more accessible, but the price Meta offers with Quest 3 today is honestly unbeatable, it may sound a bit expensive but they are probably losing money today with hardware at $499.

    • @calebcram
      @calebcram Рік тому +1

      I agree with Dilmer on this one. The Quest lineup of devices is shockingly affordable when you factor in the cost of the hardware onboard the device. Quest 3 does 5x what an Xbox SeriesX can do for the same price.
      Also I don’t expect Apple, Samsung or any other competitors having a cheaper option anytime soon.

    • @tompainter7167
      @tompainter7167 Рік тому

      If you are a mixed reality dev, buy it now!! If you are a gamer then quest 2 is maybe a good buy

  • @krishx007
    @krishx007 Рік тому +2

    ❤❤❤❤

    • @dilmerv
      @dilmerv  Рік тому +1

      Thank you 🙏 I am glad you liked it!

  • @NourLababidi
    @NourLababidi Рік тому

    🎉 This is very nice 👌
    I'm building a similar project and I would like to collaborate and learn

    • @dilmerv
      @dilmerv  Рік тому +1

      Thanks for your feedback and have fun with your project 🙏

  • @systemx17
    @systemx17 Рік тому

    Oculus Integration deprecated today :O New Meta full suite launched!

    • @dilmerv
      @dilmerv  Рік тому

      Thanks for the info!