I wanted to see what it took to set up a proper #MixedReality application that ticks all the boxes (viewing and interacting with reality, hand tracking, spatial sound, etc) on a #Quest3, using the latest version of #MRTK3. Because well, you need to be cross platform these days if you and your apps want to be relevant in the MR space. It took some tinkering, but I got it to work, and I am glad to see I will be able to carry over my MR investments to different platforms
CubeBouncer revisited - setting up Mixed Reality for Quest 3 with MRTK3 and Unity 6
Like I said in a previous post, now Microsoft have announced they have stopped producing HoloLens 2, with no successor being announced, it is important to make sure your apps run on other devices too, if you want yourself and your apps to remain relevant in the XR space. You have already seen me doing quite some things with Magic Leap 2, but recently I got myself a Quest 3 as well. And although I did play quite a bit with Quest (2) before, and even published an app for it, I wanted to see how true Mixed Reality worked on Quest 3. Equally important, I wanted to know how that could be set up with MRTK3. To put it more bluntly: I wanted to see how much from my investment in Mixed Reality could be carried over, and how far.
