This guide demonstrates how to make your first steps with the Telerik XR Integration package and to create your first scene by using the assets in the package.
Before you start, make sure that you have already installed Telerik XR Integration. You can find the detailed installation steps in the Installation article.
To set up your own scene by using Telerik XR Integration:
Create the floor geometry where the player will be allowed to move. For instance, create a simple plane 3D object in Unity.
Make the created geometry Navigation Static and bake a Nav Mesh.
If you do not have the
TextMesh Profolder under your project
Assetsfolder you should to go to Unity Editor toolbar and choose
Window/TextMeshPro/Import TMP Essential Resources.
Delete the default scene camera. Then drag and drop the XR Rig Complete prefab, positioning it somewhere on the previously created floor geometry.
Prepare your scene for running an XR device. For instance, for Oculus Quest or Oculus Rift, you must install the Oculus XR plugin from the Project Settings XR Plug-in Management section.
Hit the play button and try navigating using the controller joystick (in the example of Oculus devices). You will also notice a skinned hand model representing your hands in XR. If you deploy the application to Oculus Quest the hand input will be able to switch between controllers and hand tracking, and it will be possible to use the Hand-L teleportation gesture for moving in the scene using hand tracking.
More demos and examples with customizations are available in the sample scenes within the XR Integration package. For more information on how to run the demos, see the Running the Demos documentation article. You may also see our Telerik XR Complete Demo documentation article.