Anchor (Beta)
Extension introduces
XR_HTC_anchor allows developers to create an application with anchor/ARPin.
Supported Platforms and Devices
Platform | Headset | Supported | Plugin Version | |
PC | PC Streaming | Focus 3/XR Elite/Focus Vision | X | |
Pure PC | Vive Cosmos | X | ||
Vive Pro series | X | |||
AIO | Focus3 | X | ||
XR Elite/Focus Vision | V | 2.3.0 and above |
Enable Plugins
- Edit > Plugins > Search for OpenXR and ViveOpenXR, and make sure they are enabled.
- Note that the " SteamVR " and " OculusVR " plugin must be disabled for OpenXR to work.
- Restart the engine for the changes to take effect.
How to use OpenXR Anchor Unreal Feature
- Make sure ViveOpenXR is enabled.
- Select Edit > Project Settings > Plugins > Vive OpenXR > Enable Anchor under Interactive Visual Computing to enable Vive OpenXR anchor extension.
- Restart the engine to apply new settings after clicking Enable Anchor.
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Add the function Start AR Session, and create a AR Session asset to ARSessionConfig.
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For available anchor/ARPin functions, please refer to ARPin.
The following functions are not supported:- Load ARPins from Local Store
- Remove All ARPins from Local Store
- Remove ARPin from Local Store
- Save ARPins to Local Store
Play the sample map
- Make sure the OpenXR Anchor extension is enabled, the setting is in Edit > Project Settings > Plugins > Vive OpenXR.
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The sample map is under Content > Anchor > Map.
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Sample map controls.
Right Controller trigger: Create an anchor/ARPin at right controller current location.
Left Controller trigger: Destroy all anchors/ARPins.
Rihgt thumbstick: Move around in the map, you can see the anchored virtual objects remain still at real world enviroment.