Third Party SDK Features
Overview
In this section, we will cover various additional SDK features that we support. To use these features, ensure you have installed the appropriate SDK for them and enable the Third Party SDK from the Project Setup Window from the Cognitive3D Menu. You will be prompted to recompile the Cognitive3D SDK.
Meta XR
OculusVR/MetaXR Plugin
Our SDK supports some features of the MetaXR SDK, such as getting room size dimensions, and checking for boundary crossing events. We also track when the passthrough layer has its visibility toggled on and off. To use these features, ensure that MetaXR is enabled in the Project Setup Window.
To make use of the OculusVR/MetaXR plugin features we have in our Cognitive3D SDK, you need to have the correct plugins installed and enabled. For UE4 versions installed from the Epic Games Launcher, you will have to enable OculusVR.
For UE5, you will have to install the correct version of MetaXR integration plugin from the Oculus developer site and follow the instructions on the page to install it.
MetaXR Social Platform
As of version 1.3.0 of the Unreal SDK, MetaXR platform features are built into the SDK's C++ code, and are implemented as a component of the main Cognitive3D blueprint actor. To use these features, ensure that MetaXR and MetaXR Platform are enabled in the Project Setup Window.
- Oculus Identity - Oculus Identity can be used to correlate Meta Horizon OS reviews of your application with participants on the Cognitive3D dashboards. This provides a way to get valuable insights by seeing participants' sessions and correlating them to reviews for your product.
- Subscription Context - Using Meta Social Platform features we are also able to get the entitled user's subscription context for apps that implement subscriptions. We are able to report multiple subscriptions, their durations, when they started and when they will end.
Prerequisites for MetaXR Social Platform
Using the Meta Social Platform requires you to have the MetaXR Platform plugin downloaded from the Oculus developer site for the appropriate version of UE5 that you are using and then placing it in the Engine's Marketplace Plugin folder, as per the instructions in the link. This will have to then be activated in the project's Plugin tab.
To use this feature with UE4, you need to use the Oculus-VR fork of UE4 found on the Oculus-VR GitHub repo, which includes an appropriate version of the MetaXR Platform plugin.
You will need to get your App Id associated with the Meta app you are developing, found on the Meta Developer Dashboard. Open your Unreal Project's Config/DefaultEngine.ini and add these lines at the bottom:
[OnlineSubsystemOculus]
bEnabled=true
OculusAppId=[app_id_here]
This will ensure your project is able to communicate with the correct Meta Application for platform features. More information about the previous steps can be found on the Oculus developer site.
After that, make sure you add the OculusPlatform component to the BP_Cognitive3DActor
blueprint so that it can be tracked during runtime.
PICO XR
Prerequisites for PICO XR
To make use of the PICOXR plugin features in our Cognitive3D SDK, you need to go to the PICO developer site and install the PICO Unreal Integration SDK. Put the PICO SDK folders in the project's Plugins folder, next to our Cognitive3D SDK. Enable it in the engine after the folders are placed correctly.
Activate the PICO XR features
Our SDK supports some features of the PICOXR SDK, such as getting room size dimensions, and checking for boundary crossing events. To use these features, ensure that PicoXR is enabled in the Project Setup Window.
Eye Tracking
For the different eye tracking devices, import the relevant plugin into your project and enable the appropriate SDK support.
OpenXR
To enable OpenXR eye tracking support using the IEyeTracker interface (for example, using Varjo OpenXR), ensure that OpenXR is enabled in the Project Setup Window.
If you have a question or any feedback about our documentation please use the Intercom button (purple circle) in the lower right corner of any web page or join our Discord.