Adding A UnityXR CameraRig

April 6, 2021 ยท View on GitHub

  • Level: Beginner

  • Reading Time: 2 minutes

  • Checked with: Unity 2018.3.14f1

Introduction

The CameraRigs.UnityXR prefab provides a camera that tracks the HMD rotation and position along with any available XR controllers. This utilizes the underlying Unity provided functionality for accessing the connected hardware.

The legacy XR management system was deprecated in Unity 2019.3.0f1, please use the Tilia.CameraRigs.XRPluginFramework.Unity package for support with the new Unity XR Plugin Framework.

Prerequisites

Let's Start

Step 1

Add a CameraRigs.UnityXR prefab to the Unity project hierarchy by selecting GameObject -> Tilia -> Prefabs -> CameraRigs -> CameraRigs.UnityXR from the Unity main top menu.

Step 2

Delete the Main Camera GameObject from the Unity Hierarchy window as the CameraRigs.UnityXR prefab contains a Main Camera for the Scene.

Step 3

Select the CameraRigs.UnityXR GameObject in the Unity Hierarchy window and change the Unity XR Configurator component to suit your Tracking Space requirements.

  • Ensure the Tracking Space Type is set to:
    • Room Scale for XR devices that support 6 degrees of freedom tracking (the ability to move around your play area).
    • Stationary for XR devices that support 3 degrees of freedom tracking (only the ability to look around but not move within your play area).

Configure Tracking Space Type

Done

Now you have a UnityXR CameraRig in your scene. If you play the Unity scene you will see that the game Main Camera is tracking the XR HMD and if there is a connected left and/or right XR controller then they will be tracking the Left/Right Anchors of the UnityXR CameraRig.

Prefab In Scene