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Using AR 51’s PicoXR Plugin

How to setup AR 51's PicoXR plugin for Unreal Engine.


This document provides a step-by-step guide on setting up AR 51's PicoXR Plugin in Unreal Engine.

Prerequisites

Ensure Unreal Engine is installed.

Confirm that AR 51 SDK and PicoXR plugins are available and activated.

Download and Install the Plugins

Download the AR 51 Plugins

  1. Go to the AR 51 Downloads page.

  2. Download the ”AR 51 Unreal SDK” plugin.

  3. Download the 'AR 51 SDK_Live Link' plugin.

Using AR 51’s PicoXR Plugin — Download live link

Download PicoXR Plugin

  1. Download the PicoXR Unreal plugin.

Install the Plugin

Project-Specific Installation:

  1. Navigate to your Unreal Engine project's root directory.

  2. If a Plugins folder does not exist, create one.

Using AR 51’s PicoXR Plugin — UE plugins folder

  1. Extract the content of the downloaded plugins into the Plugins folder.

  2. The Plugins folder should contains the three plugins: AR51SDK, AR51SDK_PICO, PicoXR

Using AR 51’s PicoXR Plugin — PicoPlugins

Activating the Plugins

  1. Open Unreal Engine and your project.

  2. Go to Edit > Plugins.

  3. In the Plugins window, use the search bar to find 'Live Link' and 'AR 51 SDK_PICO.'

  4. Ensure both AR 51 SDK_PICO and AR 51 SDK are enabled by checking their respective boxes.

Using AR 51’s PicoXR Plugin — UE plugins window

Disable OpenXR plugins

  1. Open Unreal Engine and your project.

  2. Go to Edit > Plugins.

  3. In the Plugins window, use the search bar to find 'openXR'.

  4. Ensure all openXR and AR 51 SDK are enabled by checking their respective boxes.

Using AR 51’s PicoXR Plugin — UE plugins disable openxr

Unreal Project Settings

Make sure the project is set using the PICO development guidelines

Disable Mobile HDR

  1. Go to the top menu and select Edit.

  2. Choose Project Setings .

  3. Under Engine - Rendering submenu VR find the option for "Mobile HDR" and disable it.

Using AR 51’s PicoXR Plugin — Disable mobile hdr

Add Support for Vulkan and OpenGl

  1. Go to the top menu and select Edit.

  2. Choose Project Setings .

  3. Under Android - "build" submenu, add support for Vulkan and OpenGl.

Using AR 51’s PicoXR Plugin — Vulcan and opengl

Enable fullscreen in Kitkat

  1. Go to the top menu and select Edit.

  2. Choose Project Setings .

  3. Under Android - "build" submenu, add support for Vulkan and OpenGl.

Using AR 51’s PicoXR Plugin — Fullscreen android.awebp

Enable hands as a valid VR controller

  1. Go to the top menu and select Edit.

  2. Choose Project Setings .

  3. On the left table of content select Plugins and then PICOXR Settings

  4. Under HandTRacking Support, make sure either "Controllers and Hands" or "Hands Only" are selected.

Using AR 51’s PicoXR Plugin — Enable hands

In a tethered deployment - enable “Start in VR”

Before deploying to a tethered application (PC VR app), be sure that you project is set to start in VR. In Unreal-Engine, under “Project Settings” -> “Project Description” enable “Start in VR”.

Using AR 51’s PicoXR Plugin — Unreal engine start in VR

Set the New Level

Create a New Unreal Level

  1. On the menu press on "File" => "New Level..."

  2. Select your desired level from the templates

Using AR 51’s PicoXR Plugin — New level

Drag the AR51SDK blueprint into the current Level and zero it's transform

  1. In the Content Brwoser, navigate to Plugins/AR51SDK Content.

Using AR 51’s PicoXR Plugin — Ar51sdk blueprint

  1. Drag the AR51SDK_Blueprint into current level

  2. Zero the transform of AR51SDK_Blueprint

Drag the neccessery blueprints into the current Level and zero it's transform

  1. In the Content Brwoser, navigate to Plugins/AR51SDK_PICO Content.

Using AR 51’s PicoXR Plugin — PicoXR pawn

  1. Drag the BP_PICO_XR_Pawn into current level

  2. Zero the transform of BP_PICO_XR_Pawn

  3. Drag the PicoXRHandsAdapter_BP into current level

  4. Zero the transform of PicoXRHandsAdapter_BP

  5. Drag the PicoBoundaryAdapter_BP into current level

  6. Zero the transform of PicoBoundaryAdapter_BP

  7. Your current level should now contain all three blueprints

Using AR 51’s PicoXR Plugin — CurrentMap

Make sure your VrPawn object uses “stage tracking”

Edit the provided VRPawn Blueprint. Make sure that your tracking space is set to “Stage”

Using AR 51’s PicoXR Plugin — Set stage mode

warning

Hit Play

Make sure that AR 51's system is running on the same local network as your device.

You should see the character move in realtime Using AR 51’s PicoXR Plugin — Unreal character waving.

On your first run, perform device calibration

You should now perform device calibration so that the character would position on your body.

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