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Here is 'proper' screen copying to a texture inside of Unity on Quest without needing a connected PC, embedded browser, ADB, etc. Scuffed Unity project: (PC is just to record video in this clip)

14,945 次观看 • 1 年前 •via X (Twitter)

10 条评论

jt 的头像
jt1 年前

TODO: marker tracking & colocation that doesn't require internet or meta cloud services :)

Rael Hodgson 的头像
Rael Hodgson1 年前

incredible work! I'm glad we got the conversation going 😄

eric provencher 的头像
eric provencher1 年前

If it's this simple to do, I'm really surprised we haven't seen anyone attempt this sooner. Well done proving out the usecase.

jt 的头像
jt1 年前

Yeah I'm honestly surprised nobody has demonstrated this yet. It's really nothing that 'special'

Denis Satyanov 的头像
Denis Satyanov1 年前

Thanks for this! Ball tracking showcsase:

Robi ᯅ 的头像
Robi ᯅ1 年前

i love you, that was fast! i'll give this a try right away when i get some time😍 i hope to solve some of the issues you mentioned! this seems like finally a proper approach on how to do this!

Michael Becker 的头像
Michael Becker1 年前

Isn't this just surface projected passthrough, which is an official feature? Do you have low level camera access?

jt 的头像
jt1 年前

No, this gives you an actual Texture object within Unity that you can do anything with, rather than sending geometry to Meta's compositor outside of your control

Adam ᯅ 的头像
Adam ᯅ1 年前

this is kinda epic

jt 的头像
jt1 年前

I have a branch where I'm trying to access the MediaProjection texture from Unity with an external gl texture rather than copying the bytes over but I'm just getting a solid pale blue texture. If anyone might know what I'm doing wrong I'd love to hear :(

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