Great tutorial on occlusion, lighting and mutual occlusion is something that is unfortunately still lacking in many AR applications these days. Do you plan on creating a tutorial on how to use Meta's new inside-out body tracking (IOBT), for instance, to detect if the user is leaning forward (rotated their torso) instead of walking forward? This will be useful to not have the character move forward and just lean forward (i.e., leaning forward to grab something on a desk and not have the character's body move forward and collide with it).
since depth api is not that great with hands atm but works pretty good with environment, can we use both occlusion shader in unity for hand by adding hand tracking block and depth api for rest of it like arms and wrist ? if thats the case would it be too performance haeavy ?
@@blackwhalestudio yep, Just saw it! if 80% less GPU and 50% less CPU claim is true, I'm sure we'll see more apps with depthapi integrated. I dont have acces my pc atm eventhough quest is with me so cant try myself.
Fantastic video, thank you!
Thanks Lucas, I'm glad it was helpful!
Great tutorial on occlusion, lighting and mutual occlusion is something that is unfortunately still lacking in many AR applications these days.
Do you plan on creating a tutorial on how to use Meta's new inside-out body tracking (IOBT), for instance, to detect if the user is leaning forward (rotated their torso) instead of walking forward? This will be useful to not have the character move forward and just lean forward (i.e., leaning forward to grab something on a desk and not have the character's body move forward and collide with it).
Excelent video, thanks!!
How does the scene get built? Is it all runtime or do you need to manually configure the room each time?
I can't seem to find the room model building block?
Hi there, I can't seem to find the Room Model building block. Should I use the Scene Mesh building block instead?
Thanks for the tuto, do you know how to occlude a world canvas with text mesh pro texts, buttons etc please ?
what do you mean occlude?
since depth api is not that great with hands atm but works pretty good with environment, can we use both occlusion shader in unity for hand by adding hand tracking block and depth api for rest of it like arms and wrist ? if thats the case would it be too performance haeavy ?
with v67, the depth api is not part of the core SDK and drastically improved performance!
@@blackwhalestudio yep, Just saw it! if 80% less GPU and 50% less CPU claim is true, I'm sure we'll see more apps with depthapi integrated. I dont have acces my pc atm eventhough quest is with me so cant try myself.
When creating a build, the material is fully black. Any advices how to fix that?
Which material? The depth API shader? Which render pipeline are you using?
While building APK, unity 2022 gives gradle build error for meta XR project but not Unity 2021. Anyone faced this?
What exactly is the error message?
Just copy your .android file from c-user-Android folder to your Android SDK folder
in Depth tutorial😅
*slow clap*