Unity Editor version: 2022.3.56f1
ML2 OS version: v1.12.0
Unity SDK version: 2.6.0
Host OS: Windows
We’re developing a Magic Leap 2 experience in Unity, and we want to use Segmented Dimming selectively on specific objects only, rather than applying it globally.
We found this guide:
https://developer-docs.magicleap.cloud/docs/guides/unity/display/unity-segmented-dimming/
However, it appears to be based on the legacy MLSDK / Magic Leap XR Plugin workflow (e.g., MLSegmentedDimmer.Activate()). We understand that MLSDK is no longer the recommended/active path, and our project uses the OpenXR-based Unity stack.
Could you please clarify the following:
-
In the current OpenXR + Unity pipeline on ML2, is object-level selective Segmented Dimming officially supported?
- If yes, what is the recommended implementation approach (e.g., mask meshes, render layers, URP Renderer Feature, etc.)?
-
If OpenXR only supports Segmented Dimming at a frame/global level (e.g., via rendering blend mode), then for “selective application,” is the only practical method to build the dimming mask by writing to the alpha buffer for selected objects only (an alpha-only pass)?
- If this is the approach, is it considered supported/recommended by Magic Leap?
https://forum.magicleap.cloud/t/can-i-adjust-the-intensity-of-segmented-dimmer-not-just-turn-it-on-off/5885
- If this is the approach, is it considered supported/recommended by Magic Leap?
Thank you