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AnyVR

AnyVR is an open-source framework for creating multi-platform, multi-user XR experiences.


Install

  1. Open a project.

  2. Install XR Plugin Management.

  3. Add OpenXR Plug-in Provider.

  4. In OpenXR Settings: Add 'Oculus Touch Controller Profile' to Enabled Interaction Profiles.

  5. Import xr starter assets & keyboard.

  6. Import packages with the Unity Package Manager.

    "rwth.lfi.anyvr": "https://git.rwth-aachen.de/LFI/xr/anyvr.git#package",
    "io.livekit.unity": "https://github.com/livekit/client-sdk-unity-web.git",
    "io.livekit.livekit-sdk": "https://github.com/livekit/client-sdk-unity.git",
    "com.firstgeargames.fishnet": "https://github.com/FirstGearGames/FishNet.git?path=Assets/FishNet",
    "com.firstgeargames.fishnet.bayou": "https://github.com/FirstGearGames/Bayou.git?path=FishNet/Plugins/Bayou",
  1. Import LobbySetup Sample (Optional).

  2. Enable AnyVr Tests (Optional): Add '"testables": "rwth.lfi.anyvr"' to the manifest

LiveKit

The project integrates LiveKit for real-time voice communication. To support both Standalone and WebGL builds, the following LiveKit packages are included:

Handling Namespace Conflicts

Both packages define the same namespace, which leads to type ambiguity errors.

You can resolve this issue in two ways:

  1. Use the menu option AnyVr > Set Target to adjust the assembly definitions in the PackageCache automatically.
  2. Only include the LiveKit package for the current build target via the PackageManager.