Running the Demos

Telerik XR Motions package comes with a selection of demos that will help you to explore the functionalities and features of the Telerik assets.

There are two possible approaches for running the demos—by opening a sample scene from a Demos folder or by importing a sample in the Assets folder by using the Package Manager.

Opening Sample Scene

When you look at the XR Motions subfolders, you will find a Demos folder which contains various sample scenes that you can open directly. If you want to make modifications on the scene you may consider duplicating it and moving the duplicated version inside your project Assets folder.

Importing Samples

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 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 XR Motions 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 file that should be extracted in order to create the Samples~ and Documentation~ subfolders.

To import the samples:

  1. Reference the XR Core and XR Motions packages in your project. You can find the detailed instructions in the Installation article.

  2. Find the XR Motions package in the Package Manager.

  3. Look at the end of the package description and you will see a Samples section there.

  4. Choose one of the samples and click the Import button to copy the assets in you project.

Running on XR Device

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 Assets folder 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-permission and uses-feature tags 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 Tracking prefab which is responsible for reading the hand input information from the OvrPlugin dll file.

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