3DTune-In / 3dti_AudioToolkit_UnityWrapper

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Standalone Meta VR headset support #4

Open RaunDiscovery opened 5 months ago

RaunDiscovery commented 5 months ago

Hi!

I would like to use the wrapper in a standalone VR application for the Meta Quest 3 (i.e. no PC) but so far I haven't been able to get spatialization up and running.

Anyone else got it working? Any tips?

Thanks!

timmb commented 5 months ago

Hi

No Quest 3 to test with, but I had a lot of difficulty getting the toolkit to play nice with the more recent Meta SDK on the Quest 2.

I was successful in the end. I think there is some fighting between the native libraries of the toolkit and the SDK. I searched extensively but couldn't pin down where.

Can you try building and running the bundled sample scene on your headset? Just open the BuildUnityWrapperPackage of this repo in Unity 2019.4.40f1, without adding the Meta SDK, etc. It should run in a window (on the headset) and you should be able to hear the voice panning around your head.

For me, I think I then did these steps and it was still working:

I advise using source control and testing frequently along the way. If it does stop working, then before reverting, try closing Unity, deleting the library, reopening then rebuilding. I must have updated Unity version at some point too.

Please document your steps and let us know.

Tim

RaunDiscovery commented 4 months ago

Hi Tim,

To give a brief update, I managed to solve my issue by combining the use of Oculus' own Spatializer plugin with the 3DTune-In HA + HL simulators. This satisfies my needs for now, but I will give your method a try if I get a moment.

Best, Rasmus

fulviomissoni commented 4 months ago

Hi @RaunDiscovery,

I am working with 3DTI on Meta Quest 3 with the Meta SDK. Following both: the steps in the README and the ones suggested by Tim everything works fine, without any tracking problems.

Hopefully, this should be useful for your problem.

Fulvio