I’ve uploaded my VR sample here.
Although, in its current form it only works for pc vr, and uses an older version of the Speckle Connector, so likely will have problems receiving commits from anything 2.12 or newer.
I hope to pick this project back up again over the next month and polish it into something a little more complete, and compatible with the latest version of speckle (which, by then, will be 2.14/15)
Thanks for your patience.
As far as building the Unity connector for Android based VR (e.g. Quest 2, Quest Pro, Pico Neo
I have briefly tested building natively for the Quest 2, with some hoops to jump through, it is possible.
see Unity Android build - #9 by Jedd
But the TLDR the connector will build for Android arm 100% fine, but you need to jump through a couple hoops to actually receive/send anything.
Specifically, the SQLite transport (used both for our local object caching, and loading accounts) will not work. (Which the send/receive components rely on)
So you will need to write your own Unity component that call the Operation.Receive
and/or Operations.Send
manually, where you will need to
- Explicitly avoid using the local SQLite transport (Either by passing a
MemoryTransport
instead, or by explicitly not using any local transports)
and
- Provide an
Account
object, with an auth token (aka personal access token )
Have a look at the ManualReceiveExample.cs
, this is a minimal example of what you need to do.
And this example can actually be used as is, and works on Quest2!
However, of course, in this case, I’m hardcoding an auth token via the editor. If you require a user to login to their own account. You’ll need some way for a user to enter their auth token during the runtime of the application. This might be a sticking point, so let me know if we can support something better.
As far as HoloLens’ goes, I have little experience with that ecosystem, and to my knowledge, our connector has never been tested on that platform.
I have confirmed there are no build errors building for that platform, but unfortunately, I am unable to test running. There’s a good chance it will work, of course, with the same limitations as for Android, and if it doesn’t, I’m happy to assist trying to getting it working, however right now, I can’t make any promises.