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Cherry-pick Updated XR SDK documentation (#9173) (#9176)
* Updated XR SDK documentation (#9173) * Updated to consistently refer to XR SDK, rewrote the getting started documentation * fixed doc errors * Update Documentation/GettingStartedWithMRTKAndXRSDK.md Co-authored-by: Kurtis <[email protected]> Co-authored-by: Kurtis <[email protected]> * forgot the save the merge changes * Update Assets/MRTK/Providers/Oculus/XRSDK/OculusXRSDKDeviceManager.cs Co-authored-by: Kurtis <[email protected]> Co-authored-by: Kurtis <[email protected]>
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Assets/MRTK/Providers/Oculus/XRSDK/OculusXRSDKDeviceManager.cs

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@@ -17,7 +17,9 @@ namespace Microsoft.MixedReality.Toolkit.XRSDK.Oculus.Input
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[MixedRealityDataProvider(
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typeof(IMixedRealityInputSystem),
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SupportedPlatforms.WindowsStandalone | SupportedPlatforms.Android,
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"XRSDK Oculus Device Manager")]
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"XR SDK Oculus Device Manager",
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"Oculus/XRSDK/Profiles/OculusXRSDKDeviceManagerProfile.asset",
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"MixedRealityToolkit.Providers")]
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public class OculusXRSDKDeviceManager : XRSDKDeviceManager
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{
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/// <summary>
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#endif
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}
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}
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Assets/MRTK/Providers/Oculus/XRSDK/OculusXRSDKDeviceManagerProfile.cs

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@@ -38,7 +38,7 @@ namespace Microsoft.MixedReality.Toolkit.XRSDK.Oculus.Input
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/// The profile for the Oculus XRSDK Device Manager. The settings for this profile can be viewed if the Leap Motion Device Manager input data provider is
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/// added to the MRTK input configuration profile.
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/// </summary>
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[CreateAssetMenu(menuName = "Mixed Reality Toolkit/Profiles/Mixed Reality Oculus XRSDK Profile", fileName = "OculusXRSDKDeviceManagerProfile", order = 4)]
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[CreateAssetMenu(menuName = "Mixed Reality Toolkit/Profiles/Mixed Reality Oculus XR SDK Profile", fileName = "OculusXRSDKDeviceManagerProfile", order = 4)]
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[MixedRealityServiceProfile(typeof(OculusXRSDKDeviceManager))]
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public class OculusXRSDKDeviceManagerProfile : BaseMixedRealityProfile
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{

Assets/MRTK/Providers/WindowsMixedReality/XRSDK/WindowsMixedRealityDeviceManager.cs

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@@ -30,7 +30,7 @@ namespace Microsoft.MixedReality.Toolkit.XRSDK.WindowsMixedReality
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[MixedRealityDataProvider(
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typeof(IMixedRealityInputSystem),
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SupportedPlatforms.WindowsStandalone | SupportedPlatforms.WindowsUniversal,
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"XRSDK Windows Mixed Reality Device Manager")]
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"XR SDK Windows Mixed Reality Device Manager")]
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public class WindowsMixedRealityDeviceManager : XRSDKDeviceManager
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{
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/// <summary>

Assets/MRTK/Providers/XRSDK/XRSDKDeviceManager.cs

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@@ -17,7 +17,7 @@ namespace Microsoft.MixedReality.Toolkit.XRSDK.Input
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[MixedRealityDataProvider(
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typeof(IMixedRealityInputSystem),
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SupportedPlatforms.WindowsStandalone | SupportedPlatforms.MacStandalone | SupportedPlatforms.LinuxStandalone | SupportedPlatforms.WindowsUniversal,
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"XRSDK Device Manager")]
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"XR SDK Device Manager")]
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public class XRSDKDeviceManager : BaseInputDeviceManager, IMixedRealityCapabilityCheck
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{
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/// <summary>

Documentation/CrossPlatform/OculusQuestMRTK.md

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# How to configure Oculus Quest in MRTK using the XRSDK pipeline
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# How to configure Oculus Quest in MRTK using the XR SDK pipeline
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A [Oculus Quest](https://www.oculus.com/quest/) is required.
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1. Create a new Unity scene or open a pre-existing scene like HandInteractionExamples
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1. Add MRTK to the scene by navigating to **Mixed Reality Toolkit** > **Add to Scene and Configure**
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## Using the Oculus XRSDK Data Provider
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## Using the Oculus XR SDK Data Provider
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1. Configure your profile to use the **Oculus XRSDK Data Provider**
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1. Configure your profile to use the **Oculus XR SDK Data Provider**
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- If not intending to modify the configuration profiles
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- Change your profile to DefaultXRSDKInputSystemProfile and go to [Build and deploy your project to Oculus Quest](OculusQuestMRTK.md#build-and-deploy-your-project-to-oculus-quest)
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![OculusAddXRSDKDataProvider](../Images/CrossPlatform/OculusQuest/OculusAddDataXRSDKProvider.png)
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- You can verify that the Oculus Controllers are detected by
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1. The Oculus XR SDK Data Provider includes an OVR Camera Rig Prefab which automatically configures the project with an OVR Camera Rig and OVR Hands to properly route input. Manually adding an OVR Camera Rig to the scene will require manual configuration of settings and input.
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## Build and deploy your project to Oculus Quest
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1. Plug in your Oculus Quest via a USB 3.0 -> USB C cable

Documentation/GettingStartedWithMRTKAndXRSDK.md

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@@ -6,11 +6,28 @@ XR SDK is Unity's [new XR pipeline in Unity 2019.3 and beyond](https://blogs.uni
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To get started with the Mixed Reality Toolkit, follow [the provided steps](WelcomeToMRTK.md) to add MRTK to a project.
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## Add XR SDK to a Unity project
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## Configuring Unity for the XR SDK pipeline
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Windows Mixed Reality, Oculus, and OpenXR are supported on XR SDK.
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The XR SDK pipeline currently supports 3 platforms: Windows Mixed Reality, Oculus, and OpenXR. The sections below will cover the steps needed to configure XR SDK for each platform.
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### Required in Unity
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#### Windows Mixed Reality
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1. Go into Unity's Package Manager and install the Windows XR Plugin package, which adds support for Windows Mixed Reality on XR SDK. This will pull down a few dependency packages as well. Ensure that the following all successfully installed:
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1. XR Plugin Management
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1. Windows XR Plugin
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1. XR Legacy Input Helpers
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1. Go to Edit > Project Settings.
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1. Click on the XR Plug-in Management tab in the Project Settings window.
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1. Go to the Universal Windows Platform settings and ensure Windows Mixed Reality is checked under Plug-in Providers.
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1. Ensure that Initialize XR on Startup is checked.
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1. (**_Required for in-editor HoloLens Remoting, otherwise optional_**) Go to the Standalone settings and ensure Windows Mixed Reality is checked under Plug-in Providers. Also ensure that Initialize XR on Startup is checked.
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1. (**_Optional_**) Click on the Windows Mixed Reality tab under XR Plug-in Management and create a custom settings profile to change the defaults. If the list of settings are already there, no profile needs to be created.
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![Plugin management](Images/XRSDK/PluginManagement.png)
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#### Oculus
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1. Follow the [How to configure Oculus Quest in MRTK using the XR SDK pipeline](CrossPlatform/OculusQuestMRTK.md) guide to the end. The guide outlines the steps needed to configure both Unity and MRTK to use the XR SDK pipeline for the Oculus Quest.
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#### OpenXR (Preview)
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>
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> Currently, it also only supports x64 and ARM64 builds.
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1. Follow the [Using the Mixed Reality OpenXR Plugin for Unity](https://aka.ms/openxr-unity-install) guide, including the steps for configuring XR Plugin Management and Optimization to install the OpenXR plug-in to your project.
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1. Ensure that the following have successfully installed:
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1. Follow the [Using the Mixed Reality OpenXR Plugin for Unity](https://aka.ms/openxr-unity-install) guide, including the steps for configuring XR Plugin Management and Optimization to install the OpenXR plug-in to your project. Ensure that the following have successfully installed:
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1. XR Plugin Management
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1. OpenXR Plugin
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1. Mixed Reality OpenXR Plugin
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> [!NOTE]
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> For the initial release of MRTK and OpenXR, only the HoloLens 2 articulated hands and Windows Mixed Reality motion controllers are natively supported. Support for additional hardware will be added in upcoming releases.
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1. Go to Edit > Project Settings.
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1. Click on the XR Plug-in Management tab in the Project Settings window.
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1. Ensure that Initialize XR on Startup is checked.
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1. (**_Optional_**) If targeting HoloLens 2, make sure you're on the UWP platform and select Microsoft HoloLens Feature Set
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![Plugin management](Images/XRSDK/PluginManagementOpenXR.png)
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#### Windows Mixed Reality
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> [!NOTE]
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> If you have a pre-existing project that is using MRTK from UPM, make sure that the following line is in the **link.xml** file located in the MixedRealityToolkit.Generated folder.
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`<assembly fullname = "Microsoft.MixedReality.Toolkit.Providers.OpenXR" preserve="all"/>`
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1. Go into Unity's Package Manager and install the Windows XR Plugin package, which adds support for Windows Mixed Reality on XR SDK. This will pull down a few dependency packages as well. Ensure the following all successfully installed:
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1. XR Plugin Management
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1. Windows XR Plugin
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1. XR Legacy Input Helpers
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1. Go to Edit > Project Settings.
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1. Click on the XR Plug-in Management tab in the Project Settings window.
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1. Go to the Universal Windows Platform settings and ensure Windows Mixed Reality is checked under Plug-in Providers.
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1. Ensure that Initialize XR on Startup is checked.
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1. (**_Required for in-editor HoloLens Remoting, otherwise optional_**) Go to the Standalone settings and ensure Windows Mixed Reality is checked under Plug-in Providers. Also ensure that Initialize XR on Startup is checked.
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1. (**_Optional_**) Click on the Windows Mixed Reality tab under XR Plug-in Management and create a custom settings profile to change the defaults. If the list of settings are already there, no profile needs to be created.
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> [!NOTE]
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> For the initial release of MRTK and OpenXR, only the HoloLens 2 articulated hands and Windows Mixed Reality motion controllers are natively supported. Support for additional hardware will be added in upcoming releases.
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![Plugin management](Images/XRSDK/PluginManagement.png)
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### Required in MRTK
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### Configuring MRTK for the XR SDK pipeline
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If using OpenXR, choose "DefaultOpenXRConfigurationProfile" as the active profile or clone it to make customizations.
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