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Unity XR Plugins and Subsystems

Discussion in 'AR/VR (XR) Discussion' started by matthewr_unity, Jun 12, 2019.

  1. rz_0lento

    rz_0lento

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    Is this XR management plugin system using a public SDK / API? If it's totally behind the doors system, I could see so many things going wrong in the future.

    Even if Valve will get the OpenVR plugin out of the door now, there's no guarantee they'll maintain it on timely manner on API changes etc, which on it's own is making use of Unity for your desktop VR game a huge risk in the future.
     
  2. mfuad

    mfuad

    Unity Technologies

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    Hi @rizu, yes we've made our XR SDK accessible. In fact, one of the main reasons we've invested in the new XR plugin framework is driven by learnings from the closed door system. Over the past several years we realized that our approach in integrating XR platforms directly into Unity’s core engine was not going to scale well with the anticipated growth of new XR hardware/software providers. We realized we were getting in the way of innovation. So we decided to develop a new plugin framework (i.e., XR SDK) that opens up the door for XR providers to leverage our engine features & optimizations. This plugin-based approach improves our ability to make quick bug fixes, distribute SDK updates from our partners, and allows us to support new XR devices and runtimes without having to modify the core engine.
     
    Last edited: Feb 3, 2020
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  3. demonixis

    demonixis

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    @mfuad Hello, Can we have an update about Vulkan and OpenXR please?
     
  4. ROBYER1

    ROBYER1

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  5. demonixis

    demonixis

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    Thanks @ROBYER1 for the Vulkan update! Nothing about OpenXR? Is it still the next big thing?
     
  6. alexchesser

    alexchesser

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    I can confirm that Vulkan works on oculus quest if you comment out the check in the Oculus pack.

    Universal Render Pipeline is broken at the moment until 7.2.0 comes out (estimated later this week)
     
  7. ConanB

    ConanB

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    Where abouts would the SDK be so that I can implement a 'Stereo Display (non-head mounted)' plugin? as I still haven't heard anything on if Unity has dropped non-HMD stereoscopic completely or if they will have a plugin available :/
    Kinda means Unity is no longer an option for the CAVE and 3D display-wall systems I maintain.

    Or does "accessible" mean "only for paying third-party licensees"?
     
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  8. mfuad

    mfuad

    Unity Technologies

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    There's a link in our blog post to sign up for access to our XR SDK; it does not require a fee. Again, our goal here is to enable the whole ecosystem. So if 3D display-wall systems like the CAVE is what you're interested in, you can implement that plugin like you mentioned.
     
  9. rz_0lento

    rz_0lento

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    I'm sorry for bringing this up again but is there ANY way Unity can get us any estimate from Valve if their plugin plans to ship by the time 2020.1 is out this spring? Or get valve to give some response on their short term goals for this? There's like zero means for regular users to get this info and it does affect a ton of people here (and prevents people from migrating to the new XR management).
    This applies for 2019.3 and upcoming 2019.4 LTS, but the whole player settings XR menu got recently removed from 2020.1 alphas so support for OpenVR is defnitely getting removed on future versions and there's just a ton of uncertainty on specifically when are we supposed to get functional OpenVR for them.

    I'm not all that alarmed by this yet as 2020.1 is nowhere near done at this stage but it would be really nice to get at least some estimate instead of being totally in the dark.
     
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  10. andybak

    andybak

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    Is there anyone other than people working on Quest exclusives who will use the new framework until this is answered? The number of people working on Rift exclusives is pretty small and most people developing for PC VR need to support SteamVR. And if you're working on a Rift or Quest exclusive you probably will ignore the new framework and use the Oculus SDK directly.

    So isn't the new framework useful to approximately no one until we get some clear word about SteamVR support?
     
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  11. Thomukas1

    Thomukas1

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    Hi, guys. Hoping someone can help me out. I am trying to get URP to work with XR plugin. If i choose stereo rendering mode "Multi pass", only one eye renders in build. If i choose "multi view", i get 2 eyes rendering, but in incorrect places and i get very trippy double vision. Is there anything i can do about it?
     
  12. fherbst

    fherbst

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    @Thomukas1 wait for URP 7.2.0 release (which was postponed a couple of times now due to XR issues). If you feel experimental you can grab it from SRP github repo.
     
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  13. ROBYER1

    ROBYER1

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    There are still XR issues on that also sadly
     
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  14. rz_0lento

    rz_0lento

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    7.2.0 got released today :)
     
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  15. dariony

    dariony

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    Hi @mfuad,

    Any ETA on XR SDK accessibility for those who submitted that form?

    thanks for the explanation!

     
  16. fherbst

    fherbst

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    Note that you can build custom XR Plugins directly in C#, no need to wait for SDK access to at least get started. You'll need some Reflection since many of the datatypes are "built for native" aka have no setters or constructors, but it's very much possible. I can probably share an example over the next days.
     
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  17. torano

    torano

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    Oculus Desktop has only "Multi Pass" and "Single Pass Instanced" and Oculus Android has "Multi Pass" and "Multiview" option for rendering. Are Unity devs going to add "Single Pass" or not? I hope they will since my model has problem with Single Pass Instanced and I don't want to use Multi Pass for performance.
     
  18. Taanga_Praful

    Taanga_Praful

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    Anyone knows how to remove clipping limit in this new plugin? Whatever I change on camera clipping plane doesn't have any effect on actual VR camera. I am using Windows MR. Is it common for all or just me. Near clipping is stuck at '0.3'. @matthewr_unity
     
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