AnyVR is an open-source framework for creating multi-platform, multi-user XR experiences.
-
Open a project.
-
Install XR Plugin Management.
-
Add OpenXR Plug-in Provider.
-
In OpenXR Settings: Add 'Oculus Touch Controller Profile' to Enabled Interaction Profiles.
-
Import xr starter assets & spatial keyboard from XRI's samples catalogue.
-
Import the following packages with the Unity Package Manager (you can add these lines to your
manifest.json
).
Important: You will have to include"io.livekit.unity"
, if and only if you aim to build for the web, and"io.livekit.livekit-sdk"
otherwise. For more info, see below.
"rwth.lfi.anyvr": "https://github.com/rwthlfi/AnyVR.git",
"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",
-
Import LobbySetup Sample (Optional). This serves as example how to setup an online scene.
-
Enable AnyVR Tests (Optional): Add '"testables": "rwth.lfi.anyvr"' to the manifest.
The project integrates LiveKit for real-time voice communication. To support both Standalone and WebGL builds, the following LiveKit packages are included:
- client-sdk-unity (Standalone)
- client-sdk-unity-web (WegGL)
Both packages define the same namespace, which leads to type ambiguity errors.
You can resolve this issue in two ways:
- Use the menu option AnyVr > Set Target to adjust the assembly definitions in the PackageCache automatically.
- Only include the LiveKit package for the current build target via the PackageManager.