This week proved to be an important one for omnivoid xr. Both VR and AR grew more mainstream, with two separate studies emphasizing their significant potential to transform multiple sectors of the economy. Additionally, major technology firms such as Google and T-Mobile bolstered the metaverse’s viability with some major project partnerships.
Despite these positive signs, many are still skeptical of the long-term viability of XR. After the initial hype and disillusionment with VR – and unrealistic expectations of a virtual world that resembles Ready Player One – the market is shifting toward a more practical and pragmatic approach to AR/MR. For example, augmented reality (AR) is expected to become the main interface for interacting with immersive content, while virtual reality (VR) will remain a niche platform for specialized applications.
Moreover, higher-speed 5G wireless service is expected to eliminate many of the persistent technical difficulties that have plagued XR development and adoption. This week, Verizon announced that it would launch the first commercially available 5G-enabled mobile VR headset in the US, and it is planning to roll out its cellular VR service globally by 2022. This is a huge boon for XR, as it will allow consumers to enjoy a range of immersive experiences without needing to own a headset or install an app.
As a result of these developments, many analysts are predicting that 2022 will be the year when XR and the metaverse finally take off. In fact, some analysts believe that the global XR market could reach nearly $20 billion by 2026. This is in large part due to the massive investments that have been made by big tech companies. Facebook-now Meta has devoted enormous resources to developing its XR platform, and Apple is also expected to invest heavily in this space.
The XR Interaction Toolkit sample included in this package includes a number of preconfigured interactions that support the most common user gestures and interaction models. This includes a XR Origin prefab configured for smooth and grab locomotion, as well as a teleportation locomotion interaction. A hand tracking controller has been added to the XR Origin game object which automatically swaps between sets of interactors used for hand tracking (Poke, Ray and Direct) and motion controllers (Left Hand and Right Hand). The interaction grouping is configured such that the UI button on the hand tracked by the XR Origin GameObject will be clicked by pointing the hand at the corresponding UI. A Ray & Pinch sample script has been provided which can be used to click UI buttons using a pinch gesture by pointing the XR Origin game object at a UI and bringing your index finger and thumb together in a pinch gesture. In addition to this, the XR Interaction Toolkit sample includes a UI Manager component that can be placed on an XR Origin game object to manage a set of custom UI widgets.