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Hey @meba84a6! It's definitely possible, primarily utilizing the Scene Feature of Oculus Quests and building upon it. There are two variants: the Quest 2 and Quest Pro offer the capability to map the entire room and assign objects such as walls, tables, floor, plants, and other special items. On the other hand, the Quest 3 introduces a feature that combines both Scene and Depth API. I'm currently conducting tests on the Depth API and its integrations in Unreal Engine. Interestingly, there's a lack of comprehensive information on the internet about depth API integrations. The R&D phase for the Scene part is nearly complete, and I'll be sharing that repository on GitHub soon. This feature includes real-life floor-mapped meshes and their toggles. It also incorporates occlusions. For instance, if you want to visualize real-life tables in the virtual world or have virtual objects masked behind real-life objects, you can set up collisions accordingly. This allows your characters to behave in response to these configurations. Additionally, you can observe how characters interact with the instanced navigation, as real-life tables and objects dynamically change the navigation. |
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Here is the Repository for Scene and Spatial Data. The Depth one is coming soon. https://github.com/ayushanbhore/Unreal-Quest3-SceneSample.git |
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Very nice. Thanks. I'll take a look at that. |
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I'm trying to make the real-life floors and walls that are scanned in by the quest 3 (using the space-setup) to be used as collisions in the game. So objects in unreal will collide with them in the game.
Do you know how to do this?
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