Loading video...

Video Failed to Load

Go Home

So cool to see what devs are building with hand-first experiences using Unity and Meta SDKs! 🙌 Add hand support to your existing Quest title or build something new for Meta VR Glasses, using one codebase across multiple devices. Get started with Unity 6.6 or higher, and check out...

10,470 views • 16 days ago •via X (Twitter)

10 Comments

dheeraj agrawal's profile picture
dheeraj agrawal14 days ago

@unitygames @MetaHorizonDevs @Dilmerv how can we get one of this beast to start developing apps 🥲.

Paul Arthur @ Meta Connect's profile picture
Paul Arthur @ Meta Connect16 days ago

@unitygames Need to watch this is slow motion lol.

Hamza's profile picture
Hamza16 days ago

@unitygames @MetaHorizonDevs Is unity 6.6 a requirement? 6.3 lts won’t work?

Dilmer's profile picture
Dilmer16 days ago

@unitygames @MetaHorizonDevs I have tested it with 6+ and it works. I think this hard requirement was by Unity if you are using their XR tools, but not a requirement on our side with Meta SDKs.

munaguo's profile picture
munaguo16 days ago

@unitygames @MetaHorizonDevs cool

Dilmer's profile picture
Dilmer16 days ago

@unitygames @MetaHorizonDevs Glad you like it!

CasualVRCat's profile picture
CasualVRCat14 days ago

@unitygames @MetaHorizonDevs What are the names of all the games shown? I recognize Supernatural and Dragon Grove, but that's it. Some of the others look cool and I may want to purchase them.

Dilmer's profile picture
Dilmer14 days ago

@unitygames @MetaHorizonDevs You can find all the names on this post

Chaim Itself's profile picture
Chaim Itself16 days ago

@unitygames @MetaHorizonDevs I'm having a hard time reaching high level visuals on the Quest 3 with Unity 6.6+Astra 6, any tips?

Paco's profile picture
Paco15 days ago

@unitygames @MetaHorizonDevs

Related Videos

📣 I talk a lot about Meta SDKs because I spend a lot of time with these tools. But also when someone asks me what VR/MR tools they can use for cross platform support, I recommend 𝗨𝗻𝗶𝘁𝘆’𝘀 𝗫𝗥 𝗧𝗼𝗼𝗹𝗸𝗶𝘁 which provides: - 𝗖𝗿𝗼𝘀𝘀-𝗽𝗹𝗮𝘁𝗳𝗼𝗿𝗺 𝘀𝘂𝗽𝗽𝗼𝗿𝘁: Meta Quest, OpenXR, Windows Mixed Reality, + more - 𝗜𝗻𝘁𝗲𝗿𝗮𝗰𝘁𝗶𝗼𝗻𝘀: Hover, select, grab - 𝗙𝗲𝗲𝗱𝗯𝗮𝗰𝗸: Haptic + visual tint/line for possible & active interactions - 𝗨𝗜: Canvas interaction via XR controllers - 𝗨𝘁𝗶𝗹𝗶𝘁𝗶𝗲𝘀: XR Origin support for stationary & room-scale VR - 𝗫𝗥 𝗛𝗮𝗻𝗱𝘀: this is an extended package to support more advanced hand tracking interactions 👉 Also, it supports 𝗔𝗥 𝗳𝗼𝗿 𝗺𝗼𝗯𝗶𝗹𝗲 𝗳𝗲𝗮𝘁𝘂𝗿𝗲𝘀 𝘁𝗵𝗿𝗼𝘂𝗴𝗵 𝗔𝗥 𝗙𝗼𝘂𝗻𝗱𝗮𝘁𝗶𝗼𝗻, the features are: - 𝗔𝗥 𝗴𝗲𝘀𝘁𝘂𝗿𝗲 𝘀𝘆𝘀𝘁𝗲𝗺: Maps screen touches to Input System gesture events via TouchscreenGestureInputController - 𝗦𝗰𝗿𝗲𝗲𝗻-𝘀𝗽𝗮𝗰𝗲 𝗶𝗻𝗽𝘂𝘁: Feeds touch data into XRRayInteractor for AR interaction - 𝗔𝗥𝗧𝗿𝗮𝗻𝘀𝗳𝗼𝗿𝗺𝗲𝗿: Converts place, select, translate, rotate, scale gestures into object manipulation 👨‍💻 And to emulate your apps/games without physical devices I recommend the following: - 𝗫𝗥 𝗗𝗲𝘃𝗶𝗰𝗲 𝗦𝗶𝗺𝘂𝗹𝗮𝘁𝗼𝗿 for VR/MR to test your interactions - 𝗔𝗥 𝗙𝗼𝘂𝗻𝗱𝗮𝘁𝗶𝗼𝗻 𝗥𝗲𝗺𝗼𝘁𝗲 𝟮.𝟬 for AR Foundation testing, this allows you to remotely test all the AR features by connecting the Unity editor to your physical device (iOS or Android) 💡 Are you using Unity’s XR Toolkit? ISDK? any other toolkit?

Dilmer 👓

12,943 views • 5 months ago