OpenXR Unity - Need Help to Create Stand Alone App for Remote Render

Give us as much detail as possible regarding the issue you're experiencing.

Unity Editor version (if applicable): (Unity 2022.3.39f1)
ML2 OS version: (1.9.0)
MLSDK version: (2.4.0)

Hello,

I am in the process of developing an app using Unity that I would like to run on a Windows machine. This is necessary because the app has a lot of details built into it, and it runs slow on the Magic Leap itself. I learned about the Remote Render option in the Magic Leap Hub, and so far it's been very useful while I work on the app. With the headset connected using Wi-Fi, I am able to enter "play mode" inside of Unity to test different features of my app.

The issue I am having is that the builds I make don't connect to the headset the same way that entering "play mode" does. I tried using SteamVR/Meta to act as a platform thinking that might be the issue, but those apps could not recognize the Magic Leap headset.

I know that there is an example app for the Remote Render feature called "verify-app.exe". That app is stand alone. Inside the folder for that, there are several .dll files. I imagine those are necessary to make the app stand alone.

I'm sure I am missing something, so I would really appreciate some guidance on how to take a Unity app and create a stand alone executable that can run on Windows while streaming to the Magic Leap headset.

The end user for this app will not have Unity available which is why I'm looking into a stand alone option. If all else fails, I will reduce the quality of the assets within my app, so that it can run natively on the headset.

Please let me know if more details are required.

Thank you,
Zach

Hi @ZacharS1 unfortunately, we do not support using Remote Render and Unity. This is mainly because of Unity requires platforms to implement support for their runtime through their XR Loaders instead of directly through OpenXR integration.

Thank you for the reply @kbabilinski. That makes sense.

We primarily use Unity when building training apps, but it would be helpful to know what can be used to run apps natively on Windows/Magic Leap/Remote Render.

Are there any apps you would recommend that can take advantage of Remote Render? Based off the developer docs, it looks like Unreal and Omniverse work. I also noticed the example app was made with LÖVR.

Hello, most any Windows application that targets the OpenXR api can be used with remote render- as long as the OpenXR extensions it uses are supported by the MagicLeap runtime. See this guide page for details- Remote Rendering with OpenXR | MagicLeap Developer Documentation

That said, Unreal and Omniverse are best supported. Other engines that support OpenXR will likely work (LOVR, Godot, etc.- However, there isn't a MagicLeap-specific sdk for them, so you may not easily be able to make use of platform-specific extensions and you're kind of on your own in terms of support) Platform feature support in Omniverse is limited. I would recommend Unreal as the best supported environment for developing content for remote render right now.

Several of the OpenXR native sample apps can also be compiled for Windows and used with remote render using the included build scripts (use the -host flag to build for Windows)- Building via Command Line | MagicLeap Developer Documentation

Even Unity applications can work as long as you do not import the MagicLeap sdk package. (which means you won't be able to make use of MagicLeap platform-specific functionality- but that might be ok for some limited use cases where all you need is basic headpose, rendering, and controller input).

Thank you for the detailed answer! It certainly helps us moving forward knowing what options are available.

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