All Telerik UI for Unity XR packages come with a selection of demos that will help you to explore the functionalities and features of the Telerik assets.
Some of the demos depend on TextMeshPro assets, so if you do not have the
TextMesh Profolder under your project
Assetsyou may need to go to Unity Editor toolbar and choose
Window/TextMeshPro/Import TMP Essential Resources.
There are two possible approaches for running Telerik demos—by opening a sample scene from a
Demos folder or by importing a sample in the
Assets folder by using the Package Manager.
Each Telerik package has a
Demos folder which contains various sample scenes that you can open directly. For instance, if you look at the XR Core package, you will find its
Demos folder inside the main package folder. If you want to make modifications on the scene you may consider duplicating it and moving the duplicated version inside your project
Another way to run the demos is to import the samples in the
Assets folder by using the Package Manager. This approach allows you to copy the content of some Telerik samples together with the related resources directly in your project's
Assets folder. This way you can quickly start your project scene from one of our sample scenes and then safely modify the scene content without modifying the original Telerik package.
The samples are contained in a
Samples~folder which is hidden for the Unity Editor and cannot be distributed within the Unity Asset Store directly. In each package folder you will find a
Package Documentation and Samples.zipfile that should be extracted in order to create the
To import the samples:
Reference the Telerik packages in your project. You can find the detailed instructions in the Installation article.
Find the specific package in the Package Manager.
Look at the end of the package description and you will see a Samples section there.
Choose one of the samples and click the Import button to copy the assets in you project.
If the scene contains a XR Rig prefab instance, then it is meant to be run on XR Device. There are several steps you may follow to build and play the scene on the XR device:
- Go to Project Settings and in XR Plug-in Management section to install the XR Plugin Management package.
- Select the platform specific plugin from the XR Plug-in Management section to install the needed package. For instance for Oculus Quest or Rift you should install the Oculus XR Plugin.
- If you want to test Oculus Quest hand tracking feature in the scene then in your project's
Assetsfolder add the android manifest file that should be positioned within the following subfolder hierarchy:
Plugins/Android/AndroidManifest.xml. This manifest should contain the hand tracking specific
uses-featuretags as described in the related Oculus documentation article.
If you run the scene on a non-Oculus device and receive error regarding the usage of OvrPlugin, you may search your scene with the "Oculus" keyword and remove the prefabs that use this word in their name. Most likely this will be the
Oculus Hand Trackingprefab which is responsible for reading the hand input information from the OvrPlugin dll file.