Mixed Reality Utility Kit: Build spatially-aware apps with Meta XR SDK

  • 30 December 2023
  • 30 December 2023
  • 3 min read
Mixed Reality Utility Kit: Build spatially-aware apps with Meta XR SDK tutorial on YouTube (Black Whale Studio)

Introduction

Welcome back, XR developers! Today’s video is all about the Meta MR Utility Kit (MRUK), a game-changing development tool by Meta. MRUK streamlines testing mixed reality features like Scene API and Anchors, offering graphical helpers, scene queries, and development tools. This tool is a significant leap forward for XR development, and I’m thrilled to share its capabilities with you! If you find these videos helpful, please like, subscribe, and consider supporting me on Patreon. For any queries, our XR developer community on Discord is always ready to assist. Let’s dive into the Mixed Reality Utility Kit from Meta! 🚀

Setting Up MRUK

  1. Requirements: Ensure you have Unity “2021.3.30” or newer and a Quest 2, Pro, or 3 with firmware version 60 or newer. For PC, use Quest Link (Passthrough image is headset-only). On Mac, build and deploy an APK. 🖥️
  2. Installation: Install the Meta XR SDK and the Mixed Reality Toolkit from the Unity package manager. Use “com.meta.XR.SDK.all” for the SDK and “com.meta.XR.mrutilitykit” for MRUK. 📦
  3. Project Setup: Utilize Meta’s “Project Setup Tool” to configure your project, including setting up the XR plugin for device testing. Switch the platform to Android in the build settings for headset deployment. 🛠️

Exploring MRUK Features

  1. MRUK Base Scene: Observe a regular OVR Camera Rig set to “Stage” in the Tracking Origin Mode. Note that Spatial Anchors, Scene Understanding, and Passthrough support are not required with MRUK in the editor but you will have to enable it for your build! 📸
  2. MRUK Prefab: The MRUK prefab is a singleton and should exist only once in a scene. It includes a “scene loaded” event for method execution and a “World Lock” feature for syncing the virtual and real world. 🌍
  3. Scene Settings: Choose between a room prefab, scene model, or device with prefab fallback as your data source. Test your app in various room types by selecting different Room Prefabs. 🏠
  4. Effect Mesh Component: Render scene models in different materials, enable colliders for physics interactions, and apply effects to specific labels like floors and walls. 🎨
  5. Room Guardian: Set a distance for the guardian activation and use the “Effect Mesh” and “MRUK Start” components for dynamic interactions. 🛡️
  6. Scene Debugger: Access a menu with tools for anchor and surface information, and visualize interactions with the scene model. 🕵️‍♂️

Coding with MRUK

  1. Scene Queries: Use the MRUK classes to query scene data, such as key walls, largest surfaces, and closest seat poses. 📊
  2. Find Floor-Zone Module: Utilize the “Find Spawn Positions” tool to determine suitable spawn points for prefabs based on size and surface type. 📍
  3. Anchor Prefab Spawner: Replace existing anchors like beds and tables with virtual objects, transforming real rooms into virtual environments aligned with your game’s style. 🛋️

Conclusion

The Meta MR Utility Kit is a revolutionary tool that significantly enhances the XR development process. Its comprehensive features and easy-to-use components make it an indispensable asset for developers. If you’re excited about MRUK and its potential, don’t forget to like, subscribe, and join our Discord community for more insights and support. Thank you for watching, and stay tuned for more XR development tutorials! 👋👨‍💻🌐

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