The XR Origin serves as the center of tracking space in an XR scene.
An XR Origin is a set of GameObjects and components that work together to transform XR tracking data into the scene world space.
The following topics discuss the XR Origin and how to use it in your project:
トピック | 説明 |
---|---|
XR tracking space | Describes the relationship between the XR Origin, the device tracking space and the Unity scene. |
XR Origin configurations | Describes the different XR Origin configurations available in Unity. |
Refer to XR Origin component for more details about the XR Origin and its child GameObjects and components.
XR devices choose an origin point in the real world at initialization. The positions and orientations of all tracked entities, such as the user’s headset or hand-held device, XR controllers, hands, and physical objects detected around the user, are reported relative to this chosen point.
Note: The criteria for choosing the initial origin varies by platform. Typically, a device chooses a point at or directly below the user’s HMD (VR) or hand-held device (AR).
If you used the tracking data directly in your scene, the user would appear to be standing at the scene origin point (0, 0 ,0). To make the user appear at a different location in the scene, you need to transform the tracking data to the desired position and orientation. Unity provides the XR Origin to do this automatically. Many Unity XR features, including those provided by AR Foundation and the XR Interaction Toolkit, require an XR Origin in the scene. You can choose from a variety of XR Origin configurations to suit your project.
To position the XR tracking space in a Unity scene, add an XR Origin GameObject at the location where you want the user to appear when the scene starts. For example, to place the user at the scene origin, place the XR Origin GameObject there. You can rotate the XR Origin around its y axis to face the user in the desired starting direction.
The XR Origin contains GameObjects representing tracked entities as children within its hierarchy. For example, the user’s headset or hand-held device is represented by the Camera GameObject. Because they are children, the tracking data controlling the positions and rotations of these GameObjects is automatically transformed into world space relative to the XR Origin. When the user moves in the real world, these child GameObjects move relative to the XR Origin in the scene.
By using the XR Origin (A) as the parent for transforming tracking data, the tracking origin and the Unity scene origin (B) can be in different places and orientations.
The parent XR Origin GameObject doesn’t move when the user walks around the scene. However, you can move the XR Origin with a script to allow the user to teleport or navigate around the scene via controller input.
The Unity XR packages provide several XR Origin configurations tailored for different types of XR applications. You can use the GameObject > XR menu to add an XR Origin to the current Scene. The available options depend on which packages you have added to your project.
Important: You should never have more than one active XR Origin in a scene. If you need different configurations of the XR Origin in a scene for different purposes, only enable one at the same time.
XR のタイプ | 設定方法 | メニューオプション | パッケージ | ノート |
---|---|---|---|---|
VR、MR | XR Rig | Convert Main Camera To XR Rig | XR Legacy Input Helpers (installed with the XR Plug-in Management package) | 基本的な Unity シーンの標準カメラを置き換えます。メインカメラの置き換えに使用されるロジックは、複雑なシーンで失敗する可能性があります。XR Interaction Tools パッケージをインストールすると、Unity はこのオプションを削除します。このメニューオプションで作成される XR Rig ゲームオブジェクトは、XR Origin とは若干異なり、XR Origin と比べて、他の Unity XR 機能との互換性が低くなる可能性があります。 |
VR、MR | XR Origin | XR Origin | XR Core Utils (XR Interaction Toolkit パッケージと一緒にインストールされます。) | コントローラー用のゲームオブジェクトは含まれません。 |
VR、MR | XR Origin (VR) | XR Origin (VR) | XR Interaction Toolkit | アクションベースの入力用に設定されたコントローラーゲームオブジェクトが含まれます。 |
VR、MR | XR Origin (VR) | Device-based > XR Origin (VR) | XR Interaction Toolkit | デバイスベースの入力用に設定されたコントローラーゲームオブジェクトが含まれます。 |
AR、MR | XR Origin (AR) | XR Origin (AR) | AR Foundation | ハンドヘルド AR アプリケーションのトラッキングの原点として機能します。コントローラーゲームオブジェクトが含まれます。このオプションは、XR Interaction Toolkit がインストールされている場合に利用可能です。 |
AR | XR Origin (Mobile AR) | XR Origin (Mobile AR) | AR Foundation | ハンドヘルド AR アプリケーションのトラッキングの原点として機能します。コントローラーゲームオブジェクトは含まれません。XR Interaction Toolkit がインストールされている場合、このオプションは XR Origin (AR) に置き換えられます。 |
ノート:
* Unity の XR パッケージの最新バージョンでは、XR Rig は XR Origin に置き換わっています。
* The XROrigin
component also replaces the CameraOffset
component, providing additional settings. See XR Origin component for more information.
* The AR Session Origin configuration has been replaced with XR Origin (Mobile AR) and XR Origin (AR) in AR Foundation 5.0+.
* The XR Origin (Mobile AR) and XR Origin (AR) configurations are not compatible with earlier versions of the AR Foundation package.