To learn about Meta-specific functionality, please refer to the Meta SDK document here. This resource will explain how to add functionality to your assets to harness the full potential of the Meta 2, including physics behaviors, hands interaction, model manipulation and much more.
Considerations for Creating
Assets for use in the Meta 2 headset should be prepared in a similar manner as other real time graphics and games applications. This will help reduce latency and improve overall performance and frame rate.
- Set your project to be at 2560 x 1440 display resolution.
- Aim for a 60 frames per second refresh rate as a minimum, to achieve a smooth experience.
- Create economical content by using the minimum number of polygons to achieve the desired look.
- Keep draw calls to a minimum.
- Make sure you optimize all textures in the import settings in Unity. Use the lowest resolution that maintains texture clarity.
Note: Unity provides a best practices guide, which can be found here.
For more detailed information on importing and setting up 3D assets,
see the Unity support website
Things to Consider:
- Size of your UI: The Meta 2 is a tethered device and as such there is a physical constraint on the freedom of movement about a room. Interactions should generally occur within arms reach or a little further (as shown in Figure 4). This means that with a stationary computer, you will need to create a UI that keeps the user from moving around a model more than the 9ft cable will allow.
- User Control: Give the user the ability to rearrange and resize UI elements to optimize for their personal workflow. Make sure that main UI elements are visible on start up of the scene.
- Color considerations: In AR, the lightness of a virtual object determines how visible the real world will be when seen through that object. Pure black will appear completely transparent relative to the real world. As the brightness of a color increases, it will increasingly overwhelm the light from real-world objects seen through that object. Thus, the only ways to make a virtual object appear more opaque relative to a physical object seen through it are to increase the brightness of that virtual object or decrease the brightness of the physical object (e.g., by turning down the physical room lights that illuminate the physical object).
NOTE: A fully opaque virtual object will still occlude other virtual objects behind it even if the occluding virtual object is black.
- Keep in mind that due to the lower color contrast ratio inherent in AR, it’s important to consider vision problems such as color blindness and design interfaces and objects with a higher-than-normal contrast ratio than a typical desktop or mobile screen to increase usability.
- UI Color and your surroundings: When designing your UI, consider that the user’s perception of color will also be impacted by their physical surroundings. For instance, light streaming in through a window can make the UI look washed out since the room is so much brighter. Understanding where your app will be used will help you better predict your user’s environment and design to address it.