XR-Interaction-Toolkit-Examples | repository contains various examples to use with the XR | Augmented Reality library

 by   Unity-Technologies C# Version: XRI-v2.3.2 License: Non-SPDX

kandi X-RAY | XR-Interaction-Toolkit-Examples Summary

kandi X-RAY | XR-Interaction-Toolkit-Examples Summary

XR-Interaction-Toolkit-Examples is a C# library typically used in Virtual Reality, Augmented Reality, Unity applications. XR-Interaction-Toolkit-Examples has no bugs, it has no vulnerabilities and it has medium support. However XR-Interaction-Toolkit-Examples has a Non-SPDX License. You can download it from GitHub.

This repository contains two different example Unity projects, one with a focus on a Virtual Reality (VR) experience, and another with a focus on an Augmented Reality (AR) experience for mobile.

            kandi-support Support

              XR-Interaction-Toolkit-Examples has a medium active ecosystem.
              It has 805 star(s) with 253 fork(s). There are 47 watchers for this library.
              It had no major release in the last 6 months.
              There are 73 open issues and 13 have been closed. On average issues are closed in 32 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of XR-Interaction-Toolkit-Examples is XRI-v2.3.2

            kandi-Quality Quality

              XR-Interaction-Toolkit-Examples has 0 bugs and 0 code smells.

            kandi-Security Security

              XR-Interaction-Toolkit-Examples has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              XR-Interaction-Toolkit-Examples code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              XR-Interaction-Toolkit-Examples has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              XR-Interaction-Toolkit-Examples releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            XR-Interaction-Toolkit-Examples Key Features

            No Key Features are available at this moment for XR-Interaction-Toolkit-Examples.

            XR-Interaction-Toolkit-Examples Examples and Code Snippets

            2d convolutional convolutional convolution .
            pythondot img1Lines of Code : 147dot img1License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def atrous_conv2d(value, filters, rate, padding, name=None):
              """Atrous convolution (a.k.a. convolution with holes or dilated convolution).
              This function is a simpler wrapper around the more general
              `tf.nn.convolution`, and exists only for back  
            Construct an exponential power convolution kernel .
            pythondot img2Lines of Code : 110dot img2License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def exponential_power_convolution_kernel(
              """Make an exponentiated convolution kernel.
              In signal processing, a [kernel]

            Community Discussions

            Trending Discussions on XR-Interaction-Toolkit-Examples


            How to fix the rendering of laser with respect to the UI canvas
            Asked 2020-Dec-20 at 12:28

            Added some UI elements inside a canvas in world-space render mode. There is an issue with the occlusion of UI elements with respect to the laser pointer. The pointer here is made from a line renderer. Here are the things that have been tried and still the pointer does not properly occlude the canvas.

            • changing the hierarchy
            • changing the z-order
            • changing the sorting order

            The source code is from Unity and is available here. There is no related script that requires modification. Seems like a setting or shader change might only be required here.



            Answered 2020-Dec-20 at 12:28

            It is possible to write a custom shader to test for depth, but this would be a very expensive shader - and it looks like you want to use it on VR, and I would not recommend to use it like so.

            Over-engineered solution and still not very cheap but cheaper solution would be to render UI onto a camera that renders into RenderTarget and passes the input to the UI.

            1. Create a camera - with Redner Target output
            2. Create canvas that uses Screen Space - Camera
            3. Attach the camera to the Canvas
            4. Put Plane in world space and use RenderTarget as material
            5. Add a script that would allow passing RayCasts through RenderTarget to UI. Possible soltuion

            Few notes:

            • Camera needs to be disabled for as long as it is possible to save performance and only updated via Camera.Render() when UI is updated.
            • This solution would still be expensive
            • Adds a lot of complexity to a simple problem
            • Adds the possibility to "wrap" UI around meshes

            EDIT: After edit its much simpler problem!

            UI is rendered at RenderQueue = 3000 you probably have unlit material as a line-renderer which has RenderQueue = 2450.

            You need to create a material with RenderQueue >= 3000 for your line renderer

            If you don't want to create new material, you can change it from code

            Source https://stackoverflow.com/questions/65009391

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install XR-Interaction-Toolkit-Examples

            Edit > Project Settings > XR Plug-in Management. File > Build Settings. If using VR, make sure the Game view has focus (required for XR input currently) by clicking it with your mouse. A Lock Input to Game View option is available in the Input Debugger window (Window > Analysis > Input Debugger). Enabling this option forces input to continue processing even when the Game view does not have focus.
            Clone or download this repository to a workspace on your drive Click the ⤓ Code button on this page to get the URL to clone with Git or click Download ZIP to get a copy of this repository that you can extract
            Open a project in Unity Download, install, and run Unity Hub In the Installs tab, select Locate or Add to find or install Unity 2019.4 LTS or later In the Projects tab, click Add Browse to the AR or VR folder within your downloaded copy of this repository and click Select Folder Click the project which should now be added to the list to open the project
            For the VR project, open the Scene at Assets\Scenes\WorldInteractionDemo by double clicking it in the Project window. For the AR project, open the Scene at Assets\Scenes\ARInteraction.
            Configure the VR project for XR devices From Unity’s main menu, go to Edit > Project Settings > XR Plug-in Management, and select the platform(s) you plan to deploy to
            To run the VR sample on a headset, go to File > Build Settings and build the app. If you have a PC VR headset, you can also preview the app by connecting your device and clicking Play (►)


            The XR Interaction Toolkit and Input forum is the best place to open discussions and ask questions. Please use the public roadmap to submit feature requests. If you encounter a bug, please use the Unity Bug Reporter in the Unity Editor, accessible via Help > Report a Bug. Include “XR Interaction Toolkit” in the title to help our team triage things appropriately!.
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