AnyVR is an open-source framework for creating multi-platform, multi-user XR experiences.
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Open a project.
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Install XR Plugin Management.
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Add OpenXR Plug-in Provider.
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In OpenXR Settings: Add 'Oculus Touch Controller Profile' to Enabled Interaction Profiles.
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Import xr starter assets & keyboard.
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Import packages with the Unity Package Manager.
"rwth.lfi.anyvr": "https://git.rwth-aachen.de/LFI/xr/anyvr.git#package",
"io.livekit.unity": "https://github.com/livekit/client-sdk-unity-web.git",
"io.livekit.livekit-sdk": "https://github.com/livekit/client-sdk-unity.git",
"com.firstgeargames.fishnet": "https://github.com/FirstGearGames/FishNet.git?path=Assets/FishNet",
"com.firstgeargames.fishnet.bayou": "https://github.com/FirstGearGames/Bayou.git?path=FishNet/Plugins/Bayou",
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Import LobbySetup Sample (Optional).
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Enable AnyVr Tests (Optional): Add '"testables": "rwth.lfi.anyvr"' to the manifest
The project integrates LiveKit for real-time voice communication. To support both Standalone and WebGL builds, the following LiveKit packages are included:
- client-sdk-unity (Standalone)
- client-sdk-unity-web (WegGL)
Both packages define the same namespace, which leads to type ambiguity errors.
You can resolve this issue in two ways:
- Use the menu option AnyVr > Set Target to adjust the assembly definitions in the PackageCache automatically.
- Only include the LiveKit package for the current build target via the PackageManager.