Learn how to easily interact with UI elements using hand tracking in your Meta Quest VR/AR applications with the Meta Interaction SDK in Unity! This tutorial breaks down the often-confusing components needed to make your UI respond to hand gestures, providing a clear understanding of the underlying logic. We'll cover three different methods, from quick setup to building from scratch, so you can master UI interaction in your VR/AR projects.
In this video, you'll learn:
How to use the Meta Interaction SDK for UI interaction
Understanding the purpose of key components like RayInteractor, PointableCanvasModule, PlaneSurface, ClippedPlaneSurface, ColliderSurface, and more
3 Different ways to setup UI interaction with your hands or controllers: QuickActions, Infinite Plane cropping, and Box Colliders
Step-by-step guide to creating interactive UI elements in Unity for VR/AR.
Prerequisites:
Unity Editor installed
Meta All-In-One SDK imported into your Unity project (Download from the Unity Asset Store: https://assetstore.unity.com/packages...
Basic understanding of Unity and XR scene setup (let me know if you would like to see this video next)
Timeline:
0:00 - Introduction: Why this tutorial is different + Overview of the tutorial
0:31 - Assuming you have the META’s All In ONE SDK package downloaded
0:49 - Setting up the scene with Building Blocks: Camera Rig and Virtual Hands
1:33 - Method 1: Using the "QuickActions" feature to add ray interaction to the canvas.
3:46 - Why does this work? What do these ray interaction objects do?
4:25 - Method 2: The “Infinite Plane” method
5:41 - Method 2: Setting up the UI and Event System with PointableCanvasModule.
6:19 - Method 2: Adding PointableCanvas and RayInteractable components.
6:53 - Method 2: Using PlaneSurface, BoundsClipper, and ClippedPlaneSurface for infinite plane cropping.
9:24 - Method 2: REVIEW
10:05 - Method 3: Using a BoxCollider and ColliderSurface.
11:30 - Conclusion
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