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    Meta Quest

    Meta Quest

    The Oculus Quest device is now called Meta Quest following the latest announcement from Facebook. This is the most popular VR headset currently, with about 10 million units of the newest Quest 2 device sold.

    Thanks to the OpenXR standard, the latest version of Evergine allows you to deploy your VR applications on Meta Quest devices.

    For maximum performance and to support future graphics features, we use Vulkan as the only Graphics API on this Android-based platform.

    Create a Meta Quest Template

    To start developing your Evergine project with Meta Quest, simply select the Android Meta Quest template when creating an Evergine project:

    Meta Quest template

    Alternatively, if you have already created an Evergine project, you can add the Meta Quest profile in the Project Settings:

    Meta Quest add profile

    Meta Quest optional extensions

    Evergine supports the following Meta Quest extensions for OpenXR, and you need to take some actions in order to enable these extensions.

    Passthrough

    To enable Passthrough on Meta Quest devices with Evergine, starting with the Evergine Quest profile, you need to:

    • Enable OpenXR Passthrough Extensions. In the MainActivity.cs file, uncomment the following extensions in the OpenXRPlatform constructor: XR_FB_passthrough and XR_FB_triangle_mesh (the latter is necessary if you want to project passthrough onto custom meshes).

    XR Passthrough Extensions

    • Enable the Passthrough feature in the AndroidManifest.xml file by uncommenting the relevant profile.

    XR Passthrough Feature

    Use Simultaneous Hands and Controllers (Multimodal)

    Simultaneous Hands and Controllers

    Multimodal input provides simultaneous tracking of both hands and controllers. It also indicates whether the controller(s) are in hand or not. Multimodal input allows users to enjoy the benefits of both worlds: they can use hands for immersion, and controllers for accuracy and haptics.

    Check here for more information.

    To enable this feature on Meta Quest devices with Evergine, starting with the Evergine Quest profile, you need to:

    • Enable OpenXR Extensions. In the MainActivity.cs file, uncomment the following extensions in the OpenXRPlatform constructor: XR_META_simultaneous_hands_and_controllers.

    XR Multimodal  Extensions

    • Enable the feature in the MainActivity.cs file, set the UseSimultaneousHandsAndControllers property to true. This property can be enabled or disabled during runtime.

    XR Passthrough Feature

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