Overview of Meta Fork
What is the Meta Fork?
The Meta Fork is a modified Unreal Engine build that integrates optimizations and features specific to Meta Quest devices. It allows developers to:- Access the Meta Presence Platform.
- Use advanced features like Passthrough, Scene API, and Spatial Anchors.
- Optimize performance for Meta Quest and future Meta VR hardware.
.png?fit=max&auto=format&n=v4zFUEfIihMyS4q1&q=85&s=5be87eeeabf0e911f4542f3b1ced53ba)
When to Use the Meta Fork
- Presence Platform Features: If your project requires Passthrough, Scene API, or Spatial Anchors.
- Meta-Specific Optimization: If you’re targeting Meta Quest devices for optimal performance.
- Unreal Engine Version: If you are using Unreal 5.4+.
Available Configurations
| Setup | Description | Use Case |
|---|---|---|
| Stock Unreal Engine | Official Unreal Engine from Epic Games Launcher or source builds. | Standard VR projects. |
| Stock Engine with Meta XR Plugin | Adds basic Meta XR functionality without Meta-specific optimizations. | Limited support for Meta features. |
| Meta Fork | Custom Unreal Engine version enabling Presence Platform features. | Required for advanced Meta capabilities. |
Why Use the Meta Fork?
The Meta Fork is essential for accessing the Meta Presence Platform features. These features enhance your VR applications by enabling the following:Key Features
- Passthrough:
- Leverages Meta Quest’s cameras to blend real-world visuals with the virtual environment.
- Perfect for augmented reality (AR) or mixed reality (MR) applications.
- Scene API:
- Allows for detailed spatial understanding of the physical environment.
- Enables object placement and interactions based on real-world geometry.
- Spatial Anchors:
- Provides persistent world anchors for objects in the VR/AR space.
- Ensures objects maintain their position across sessions.
How to Set Up the Meta Fork
The Meta fork of Epic’s Unreal Engine will give you the most up to date integration of Oculus features. However, you must build the editor from its source. To use the Meta Fork, follow these steps:Step 1: Download the Meta Fork
- Follow the instructions on Accessing Unreal Engine source code on GitHub to obtain:
- an Epic account
- a GitHub account
- authorization to access the Unreal Engine source repositor
- Download the Meta Fork:
- Go to the Meta Fork repository on GitHub (Need to complete step 1 to access the link) and download the source code.
Step 2: Build the Meta Fork from Source
Once you have downloaded the Meta Fork source code, you need to build it:Install Prerequisites
- Git: Required for source code version control.
- Visual Studio 2022 with the following workloads:
- Desktop Development with C++
- Game Development with C++
- DirectX End-User Runtime: Install the latest DirectX runtime.
Clone the Repository
- Open a terminal or Git client.
-
Clone the repository using the command provided in the Meta Developer Portal:
git clone https://github.com/Meta/unreal-engine-fork.git
Run Setup Script
- Navigate to the cloned repository directory.
- Run the Setup.bat to download dependencies and set up the required files for the engine.
.png?fit=max&auto=format&n=o6CJmZJW7ShcAPtG&q=85&s=a19eb3d0f92618cf222852d626387031)
Generate Project Files
Run the GenerateProjectFiles.bat to generate Visual Studio project files..png?fit=max&auto=format&n=QCrX02-c3RRr2qsY&q=85&s=da45545bf6a42d1a63a21d516967c086)
- Open the generated
.slnfile in Visual Studio.
.png?fit=max&auto=format&n=_nrQT5BWwfwhvqOR&q=85&s=841746fa65b69ac6a5c6313d2125c9e4)
- Build the engine in Development Editor mode:
- Solution Configuration:
Development Editor - Solution Platform:
Win64
.png?fit=max&auto=format&n=pNeDuL7h9lTGhONq&q=85&s=70ae532040abb95caa94d1da7f084396)
- Wait for the build process to complete. This may take some time.
Step 3: Launch the Meta Fork Editor
Once the build is complete, launch the editor:-
Locate the executable:
[MetaForkPath]/Engine/Binaries/Win64/UE5Editor.exe - Double-click to open the Meta Fork Editor.
Integrating the LIV SDK with Meta Fork
After building and launching the Meta Fork, integrate the LIV SDK using the steps in the Installing and Configuring the LIV SDK section.Testing LIV with Meta Presence Platform Features
Testing Passthrough
- Enable Passthrough in the project:
- Open Project Settings.
- Navigate to Plugins > Meta XR.
- Enable Passthrough and configure its settings.
.png?fit=max&auto=format&n=2_kW-hlzMFGXZyUM&q=85&s=2450768d51027c06cb822a3ed3ef9aa2)
- Test in VR Preview mode to ensure Passthrough functionality is working.
Testing Scene API
- Enable the Scene API:
- Go to Project Settings > Meta XR.
-
Enable Scene Support and configure the necessary settings.
.png?fit=max&auto=format&n=R97mnVaSu3zQwt_b&q=85&s=cbbc122fbab5704acc3abb8abf71162d)
- Use sample code from Meta’s documentation to validate Scene API functionality.
Testing Spatial Anchors
- Enable Spatial Anchors:
- Open Project Settings.
- Navigate to Plugins > Meta XR.
-
Enable Anchors Support.
.png?fit=max&auto=format&n=X4KZxtDwad--fb3F&q=85&s=3d437196595c18d3abf3240b948826e8)
- Test by saving and loading anchors across sessions.