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Local Build Pipelines

Fridolin Wild edited this page Jul 18, 2024 · 6 revisions

Since Android and Quest 3 have the same Build Target, we have added a local build pipeline under MirageXR/Automation/. This consists of a new Unity in-editor menu to initiate the build process programmatically. Documentation of this local build pipeline for Unity can be found here (scroll down to the end of the page to Customize build and runtime settings).

The configuration for Meta Quest 3 requires:

  • Project Settings > XR Plugin Management: Android > Deactivate ARcore and activate OpenXR with Meta Quest feature group
  • Project Settings > XR Plugin Management > OpenXR > Activate the Meta Quest feature group
  • and add Oculus Touch Controller Profile under Enabled Interaction Profiles
  • Additionally: Manual Project Setup

The configuration for Android requires things to be set back:

  • activate ARcore and deactivate OpenXR
  • remove the Oculus Touch Controller Profile
  • set the values back for the scene configuration

The documentation of how to activate specific features and their settings is here. To activate, this is something like:

    var feature = OpenXRSettings.Instance.GetFeature<MockRuntime>();
    feature.enabled = true;

To list all features available:

    BuildTargetGroup buildTargetGroup = BuildTargetGroup.Android;
    FeatureHelpers.RefreshFeatures(buildTargetGroup);
    var features = OpenXRSettings.Instance.GetFeatures();
    foreach (var feature in features)
    {
        // Toggle feature on/off
        feature.enabled = ...;
    }