π Stumbled here on accident? Start with the introduction!
π This article will guide you through the concept of Anchors
MR, explaining their significance and functionality. Additionally, it will provide a comprehensive tutorial on implementing Anchors
within the Unity platform.
βΉοΈ If you find yourself facing any difficulties, remember that you can always refer to or download the code from our accompanying GitHub repository
The aim of this article is to conduct hit tests on planes we created previously, using our controller. We'll then instantiate an Anchor at the identified position. This process is fundamental for accurately positioning virtual objects in relation to the real world.
βΉοΈ Anchors
in MR are virtual reference points that are fixed to a specific location in the real world. They are used to maintain the position and orientation of virtual objects consistently as the user moves around or interacts with the MR environment.
A typical use case for anchors is to place virtual content in the physical world.
AR Anchor Manager component
The AR Anchor Manager component
creates GameObjects for each anchor and is a critical element for managing AR anchors. It acts as a central point for creating, tracking, and updating anchors in the AR environment. This component is essential for ensuring that virtual objects are anchored accurately to real-world locations, maintaining their position and orientation consistently.
β οΈ Throughout its lifespan, the Meta Quest 3 device usually undertakes extra tasks to keep the anchor's position and orientation up to date. Given that anchors are typically resource-intensive objects, it's advisable to use them wisely.
Adding AR Anchor Manager component to the Scene
In the hierarchy view find the XR Origin (XR Rig)
GameObject and add the AR Anchor Manager
script via Add Component
.
There's no need to modify any fields in the AR Anchor Manager
. The trackables Changed
is a list of ARTrackables
, managed by the ARTrackableManager
. Additionally, the Anchor Prefab
field is only necessary if there's a requirement to enhance the default Prefab instantiated for each Anchor.
βΉοΈ You can read more about the different Managers in ARFoundation
here: Managers | AR Foundation | 6.0.0-pre.5.l.
Let's move on to updating our MRArticleSeriesController.cs
script. In this update, we'll adjust the script to instantiate an Anchor at the Pose
of a valid Raycast Hit. For the moment, we'll simply log the creation of the Anchor. In the following article, we will focus on instantiating a Prefab and attaching it to this Anchor.
βΉοΈ Pose
is a representation of a Position, and a Rotation in 3D Space. This structure is used primarily in XR applications to describe the current "pose" of a device in 3D space.
The revised script will be structured as follows:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
using UnityEngine.XR.Interaction.Toolkit;
namespace Taikonauten.Unity.ArticleSeries
{
public class MRArticleSeriesController : MonoBehaviour
{
public ActionBasedController controller;
public InputActionReference buttonAction;
public XRRayInteractor rayInteractor;
public ARAnchorManager anchorManager;
void OnEnable()
{
Debug.Log("MRArticleSeriesController -> OnEnable()");
buttonAction.action.performed += OnButtonPressedAsync;
}
void OnDisable()
{
Debug.Log("MRArticleSeriesController -> OnDisable()");
buttonAction.action.performed -= OnButtonPressedAsync;
}
private async void OnButtonPressedAsync(InputAction.CallbackContext context)
{
Debug.Log("MRArticleSeriesController -> OnButtonPressed()");
if (rayInteractor.TryGetCurrent3DRaycastHit(out RaycastHit hit))
{
Pose pose = new(hit.point, Quaternion.identity);
Result<ARAnchor> result = await anchorManager.TryAddAnchorAsync(pose);
result.TryGetResult(out ARAnchor anchor);
Debug.Log(anchor);
}
}
}
}
Before testing the app, it's important to select our AR Anchor Manager
. To do this, locate the XR Origin (XR Rig)
GameObject in your hierarchy, and then, as indicated in the following screenshot, choose the AR Anchor Manager
.
To test the application, choose Build and Run
, as detailed in the previous articles. Hover over a Plane and press the Trigger
button. If all configurations are correct, you should see the specified output in your console. Remember to select the correct device, not the Editor, as highlighted in previous articles.
Next article
In the upcoming article, we will delve into the process of instantiating a prefab in a MR environment using Unity. This technique is key to bringing virtual objects into your MR space, allowing for a richer and more interactive experience.
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