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Immersive Stream for XR

Header

This repository contains a template that can be used to start development with Immersive Stream for XR.

Table of Contents

  1. Getting Started
  2. Content Guidelines for Creators
  3. Unreal Template Project
  4. Unreal Minimal Integration
  5. Demo Features and Templates

For information about Immersive Stream for XR, quickstart guide and additional documentation visit cloud.google.com/immersive-stream/xr

Google does not charge for access to Unreal Engine®, which is subject to the Unreal Engine® End User License Agreement.


Getting Started

Immersive Stream for XR + Unreal Engine®

Choose your path to get started with Immersive Stream for XR.

A. Start using the ISXR Template Project
B. Integrate ISXR into your existing project: Minimal Integration

Both paths use Unreal Engine® 5.3.2.

Engine and Template Compatibilty

Unreal Engine® version Template version
5.3.2 3.0.0

If the versions are not compatible the build logs will show this error and the content will not be built: Major builder and template versions don't match (#.#.# vs. #.#.#). Aborting build.

Important note: For cloud builds to work make sure that the CHANGELOG.md file is included in the root folder of your cloud content source bucket.


Content Guidelines for Creators

Immersive Stream for XR currently supports Unreal Engine®. We recommend optimizing your content and project settings for the experience to always run at 30FPS and load in 2 seconds or less in both 3D and AR mode when deployed in the cloud. This helps the experience run smoothly and avoid crashes.

At the moment we do not provide runtime logs, but you can view the stats on screen and use other Unreal® Engine tools for testing and optimization.

Testing Locally

Immersive Stream for XR runs on Linux + Vulkan. In the Project settings change the platform's Default RHI to Vulkan to replicate the expected final look in Unreal Editor when developing in other platforms.

Default RHI settings

To test if a Linux build succeeds locally, install the Cross-Compile Toolchain and trigger a build using Linux as the desired platform.

Debug Mode

In the template you can enable Debug mode in the ISXR_Init blueprint. This displays a button that toggles the stats on screen on and off.

Experience with debug mode enabled

Note: The scale of the stats screen when debug mode is enabled is determined by the camera's FOV. The larger the FOV, the smaller the stats. For example, this capture uses the default value of 40deg

You can modify the commands in the Debug Stats Command list in the ISXR_Init blueprint within the main level.

Optimization Suggestions

Here area few suggestions to optimize your project if it is not running smoothly at 30FPS on ISXR:

  • Meshes: Enable Nanite or use LODs when needed.
  • Textures: Limit the total size of all loaded textures and the maximum dimensions of each texture.
  • Map size: Optimize file sizes to avoid an increase in loading times. To check the size of your maps in Unreal® Editor, use the right-click menu of the level umap and then select Size Map.
  • Shadows: Disable dynamic shadow casting for meshes that do not contribute much to the shadow and limit the number of light sources that cast dynamic shadows.
  • Lighting: Lumen is enabled by default. Balance the use of dynamic and static lighting.
  • Render times: Analyze the statistics of a rendered frame in Unreal® Editor by positioning the camera to show the full model, running the r.AllowOcclusionQueries 0 console command to avoid GPU object culling and using:
    • stat RHI
    • stat GPU

Other suggestions:

  • Keep asset names to a maximum of 30 characters.
  • Limit the number of planar reflection planes.
  • Bake any textures that you use from Substance or any other dynamic plugins.
  • Use Surface ForwardShading as the lighting mode for translucent materials.

Adding Audio

Audio can be added to the experience using the standard Unreal Engine process.

When creating the launch URL for the experience make sure you check the Enable audio option.

Experience with audio enabled

Adding Videos

The experience is run using Linux and Vulkan, so the supported type of video formats are:

  • Image sequence
  • WebM

Note: Remember to include the movie files during packaging. You can configure this in the Project Settings > Packaging section.

Project Settings for movie files

Current Limitations

General

  • Audio works in the web client only.
  • Hardware raytracing is not supported.
  • Fully responsive UI is not supported yet.
  • Screen space UI in 3D mode only.

Plugins

Immersive Stream for XR currently only supports custom plugins at the Unreal Engine® project level located in the Plugins subfolder. We support most standard UE5 engine plugins except for the Bridge plugin. Project plugins either need to be prebuilt for Linux or will be built as part of building the Content resource you create. The latter requires the upload of the source files of the plugin.

Bridge Plugin

If your project uses Quixel assets imported using the Bridge Plugin, make sure you move or copy and relink the Engine/Plugins/Bridge Content/MSPresets folder into your Content folder to avoid missing materials.

Note: To do this in the editor, change the Content Browser settings to Show Engine Content and Show Plugin Content.Test the assets load correctly by disabling the Bridge Plugin and reloading your project.


Unreal Template Project

To get started with Immersive Stream for XR, you can download this template project that includes all the required settings for you to begin.

Features

This template project supports the following features:

  • Switch between 3D and AR modes.
  • Fully customizable UI and events triggered within Unreal Engine®.
  • Pre-made events [Mode Switch, Trigger in AR, Trigger in 3D].
  • Pre-made client trigger events [Switch to AR Mode, Redirect to URL, Change Cloud AR Asset ID].
  • Fully customizable pre-set gesture controlled camera for 3D mode.
  • Touch in world space for 3D and AR.
  • Debug mode with toggle stats option.
  • Preview support in the editor.
  • Configurable bounding box scale for AR placement.
  • Asset ID definition to set starting map or session ID using the entrypoint URL.
  • Upload by running a script [SyncContent.ps1].

Modes

Immersive Stream for XR supports both 3D and AR modes. There are some differences between their features:

3D mode AR mode
Screen space UI World space UI
Custom camera controls Pre-set camera controls
Background switching AR_BG + camera feed

Setup and Content Overview

The startup level is ISXR_Main which includes everything required for the experience to work.

  • ISXR_Init blueprint
  • Game Mode: ISXR_GM
  • Starter demo assets and levels
Blueprints

The template project includes the following blueprints that shouldn't be removed, renamed or modified:

  • ISXR_Init : Contains all the startup logic.
  • ModeSwitch : Manages switch between 3D and AR modes.
  • SideChannel : Manages client-server events and is replaced during the cloud build.
  • AR_Lights : Contains the AR lighting logic and is replaced during the cloud build.

Game Mode

The project uses ISXR_GM as the default game mode, which is required for the starting pawn and UI to load correctly.

Game mode settings

Loading Assets Before the User Connects

There is a signal that can be sent from the server to let the client know that it is ready for streaming. A game server will not become available for serving unless this signal is received. By default this signal is sent in the ISXR_Init blueprint when the console variable r.C9.ReadyToStream is set to 1.

To change this, remove this variable from the InitCommands list and trigger it when all the assets are loaded.

Ready to Stream

Note: If this signal is not sent, the stream will not start.

Interactions

Touch Events

We support touch events in Unreal Engine®. You can set this up in the DefaultInput.ini config file. The template includes a few examples of touch events:

  • TouchExample_BP has a simple example of how you can set up an event trigger by tapping on an object.
  • ISXR_3D_Pawn shows how you can use pinch, tap, and slide gestures to control the camera.

Server to Client Events

From the Unreal® project on the server side, you can trigger the following events on the client side:

  • Mode Switch : With the AR Mode option checked it triggers the switch from 3D to AR mode.
  • Redirect to URL : Opens the specified website on the client side.
  • Change Cloud AR Asset ID : Modifies the asset ID used in the entrypoint URL. Learn more.

In the Unreal® Editor Switch to AR Mode triggers a simplified preview and Redirect to URL prints out the specified URL to screen.

You can find examples of how these events are set up in the Main_UI widget blueprint and in the Features Session ID demo.

Touch events in Main_UI blueprint

Change Cloud AR Asset ID

To modify the Cloud AR asset ID you can use the ChangeCloudARAssetID_Dispatch event. This modifies the asset ID used in the entrypoint URL. This feature allows users to save customized assets with session codes.

Change asset ID

Note that the session ID is included in the asset ID in this format Default:Session_ID:###.

Camera Controls

We use two different types of camera controls for 3D and AR modes:

  • 3D mode uses a custom pawn called ISXR_3D_Pawn that controls the camera by default.
  • AR mode uses a camera controlled on the client side so you can't modify these controls, but you can configure the starting location and orientation. See AR camera customization for details.

The ISXR_3D_Pawn is set up to orbit around an object and contains a camera and spring arm.

Camera 3d_DefaultPawn customizable settings

Some values are exposed for easier customization:

  • Camera Distance
  • Min Cam Distance
  • Max Cam Distance
  • Swipe Speed
  • Pinch Scale

Startup Customization

View in your space option

On startup, we pass a customizable parameter from the client-side to Unreal Engine® that can be used to do the following operations. For example:

  • Load different levels per different entry points using a customized intent URL.
  • Load a configuration from a previous session.
  • Show customized messages.

The GetCloudARAssetID event in the ISXR_Init blueprint is called on startup with an AssetID string parameter equal to the value of the cloudARAssetID parameter that you used in the URL to launch the experience.

You can preview the value for cloudArAssetId above the View in your space button:

For example, the URL could contain the following:

intent://arvr.google.com/scene-viewer/...cloudArAssetId=ISXR_Main...;end

In Unreal® Editor, by default the value of the CloudARAssetID variable is: Default:Session_ID:000.

We added a two examples. Example A switches the starting asset and Example B switches the starting persistent map to the Demos.

Asset ID use examples

From here, you can customize the actions in Unreal Engine® based on the asset ID received from the intent.

Warning: This parameter in the intent is customizable to any value you like, but it cannot be empty.

UI Customization

Main UI

Main UI

Immersive Stream for XR allows for screen space UI in 3D mode only. In AR mode, you can add any UI as world space UI, similar to the standard approach to UI in VR games.

Everything in the Main_UI widget will be present in the built experience.

Landscape Mode

Immersive Stream for XR doesn't support fully responsive UI yet, but you can use a pre made event, SetUIOrientation or the SetUIOrientation_Dispatch to turn on a different UI for landscape or modify UI components' scale based on the aspect ratio.

Set UI orientation

AR UI in Editor Preview

In Editor preview screenshot

You can preview the AR UI in the Unreal® Editor viewport by simulating or playing from the ISXR_Main.umap and clicking on the View in your space button. Currently the screen space UI in AR mode cannot be modified.

AR Mode

Enable AR mode by checking the AR Mode Enabled checkbox in the ISXR_Init blueprint.

Enable AR mode

If AR mode is enabled you'll be able to use the ModeSwitch event to switch between 3D and AR modes.

Mode Switch event

With AR Mode checked it:

  • Changes the active pawn to the AR_Pawn.
  • Deactivates the pawn being used in 3D mode.
  • Loads the AR_BG level.
  • Hides streaming levels selected in the Hide in AR level list exposed in the ISXR_Init blueprint.
  • Calls the Trigger in AR dispatcher.
  • If the AR Virtual Background box is checked, AR_BG is not loaded and the levels listed to unload in ISXR_Init are ignored. This is useful if you want to have a virtual background with AR navigation. See the ARVirtualBackground example in the Features demo.

With AR Mode un-checked it:

  • Changes the active pawn to the one used in 3D mode.
  • Destroys the AR_Pawn.
  • Unloads the AR_BG level.
  • Unhides streaming levels selected in the Hide in AR list.
  • Calls the Trigger in 3D dispatcher.

AR_BG Level

When switching to AR mode the AR_BG level is loaded. This level contains the lighting setup to view the user's camera feed in the background.

Lighting in AR mode is static by default and set to be fixed with the user's environment, even if they rotate the objects. In the Unreal® Editor, the static lighting blueprint has a skylight and directional light ARLighting_Static.

Warning: Don't remove the existing assets in the AR_BG map or add any dynamic lights in it.

Assets and Background Split for AR Mode

When creating a project that includes AR mode, assets and background need to be split to be able to unload the 3D virtual background in AR mode to replace it with the user's camera stream.

The best way to do this is placing the assets that are visible in both 3D and AR modes in the main map, and loading backgrounds as separate streaming levels.

The background streaming levels need to be listed in the Hide in AR level list exposed in the ISXR_Init blueprint to be hidden in AR mode.

Level list to hide in AR

Note: For faster transitions between modes, set all streaming levels to be initially loaded.

Opacity in AR Mode

To enhance the integration of virtual assets into your camera feed in AR mode, we use a specialized opacity processing technique.

Key point: Please ensure that the Render Custom Depth Pass is set to False (note that False is the default value).

AR Camera Customization

In AR mode, you can customize:

  • Start location
  • Start orientation
  • Teleporting functionality

To modify the AR start location and orientation, edit the ARStartAnchor asset in the AR_BG map. You can modify the yaw orientation and XY location values; however, Z (height) and pitch/roll are restricted.

In use cases where the world surrounds the user and there is no need for a pivot point, you can configure teleporting by using the ARTeleport function to move the camera to a given position/orientation by adding a camera in the scene and inheriting the position/orientation from it.

Note that when moving or rotating the object in AR, the teleport function causes the pivot point of the scene to not coincide with the origin.

For example:

AR Camera blueprint

Note: The preview is for design purposes and will not display the exact camera pose.

AR Bounding Box

Note: Customizing the AR bounding box is supported starting from the latest versions of the Google App (275.0.550423587 and 14.31.21).
Please update the Google App on your device before using this feature.

When placing objects in AR mode it is important to define a bounding box according to the object's scale. Increasing or decreasing the bounding box size results in the object to be initially placed farther or closer respectively.
Like in Unreal, where one unit equals one meter, the units for the AR bounding box size are in meters.

You can visualize the AR bounding box in Unreal Editor.

Bounding box visualizer

Note: This asset is visible in editor only.

Creators have two ways of modifying the bounding box:

  1. Set the bounding box scale value for the whole project in the ISXR_Init settings.
    This is useful in projects where only assets of a similar size are placed in AR mode.

Bounding box ISXR_Init

  1. Modify the bounding box value on a specific event in the experience using the UpdateBoundingBoxSize event.

Bounding box event

AR Visual Guidance

We added the AR_Guidance_bp blueprint in the AR_BG level that provides visual indication for users to move around when they point their device away from the main virtual asset.

To use this, set the actor class of the object you want to use as the center of attention in the AR_Guidance_bp Event Graph.

Bounding box ISXR_Init

_______________________________________________________________________________________

Unreal Minimal Integration

To easily make an existing Unreal Engine project compatible with Immersive Stream for XR copy the Content, ToBuild and XR_Actions folders and the CHANGELOG.md file to your project.

The bare minimun files you need for your project to work with Immersive Stream for XR are the following:

Note: This works for 3D mode only.

Unreal_Template_Project/
├── Content/
│   ├── Blueprints/
│   │   ├── ISXR_Init.uasset
├── CHANGELOG.md
  1. Add the Content folder and the CHANGELOG.md file into the root directory of your project.
  2. Add the JSON Blueprint Utilities plugin to your project
  3. Include the ISXR_Init blueprint in your main level. (Make sure this blueprint gets executed at EventBeginPlay in the main level at startup).

Optional

AR Mode
├── Content/
│   ├── AR/
│   │   ├── *
  1. If your project includes AR mode include the AR folder in your content.
  2. For AR mode transparency to work, modify Project Settings > Enable alpha channel support in post processing to Allow through tonemapper.
  3. Make sure to include the /Game/AR/AR_BG map in the packaged build. Note: If you see a black background instead of the camera feed in AR mode, disable any post processing volumes that includes post process materials affecting transparency.
Screen Space UI
├── Content/
│   ├── UI/
│   │   ├── ISXR_HUD.uasset

If your project has screen space UI, use ISXR_HUD in your GameMode and modify the blueprint to create the widget of the desired class. ISXR_HUD has the logic that scales the UI to the correct aspect ratio and includes the SetUIOrientation event you can use to make the UI react to portrait and landscape modes switch.

Learn more about UI orientation

3D Camera Pawn
├── Config/
│   ├── DefaultInput.ini
├── Content/
│   ├── Blueprints/
│   │   ├── CamControls
│   │   │   ├── ISXR_3D_Pawn.uasset

ISXR_3D_Pawn uses pinch to zoom and swipe to rotate camera gestures to navigate the scene. Include ISXR_3D_Pawn in the main level and add DefaultInput.ini to the Config folder.

Side Channel Events
├── ToBuild/
│   ├── Content/
│   │   ├── Blueprints/
│   │   │   ├── SideChannel.uasset

To set a starting map using the entrypoint URL or redirect to an external URL from your game, include the ToBuild folder in your root directory.

Uploading Project
├── XRActions/
│   ├── SyncContent.ps1

(Windows only) Once you have your Cloud project setup, including the storage bucket, upload the project files using SyncContent.ps1 in PowerShell.

Notes

  • The files work on Unreal Engine 5.3.
  • Please do not modify the location or name of the assets.

Demo Features and Templates

  1. Overview
  2. Autos Demo
  3. Spaces Demo

Overview

The Immersive Stream for XR template project includes demos which show how to use some features and offer content specific pre-made experiences examples such as automotive display.

Demos start screen

All Demo assets can be found in the Content/Demos folder.

Demos folder structure

To view all demos you can load the Features_Demo level that contains the necessary UI to switch between demos. Each feature has its own streaming level within Features_Demo and each template has its own persistent map ex: Autos_Demo.

The list of features can be found in Content/Demos/Features/Feature_List, or looking at the folders in Content/Demos/Features.

Features list

You can test all demos by creating the experience link with the Features_Demo:Session_ID:000 asset ID.

Using the Demos asset ID

Features Demo

Features demos include simple demos of specific features. Each feature has its own streaming level, all loaded in the Features_Demo level.

Templates

Each template demo has have its own level. Within the template folder we have a subfolder for each template, for example: Content/Demos/Autos. The aforementioned folder includes the Assets, Blueprints, Maps and UI folders corresponding to each template.

Autos Demo

Autos template start screen Autos template start screen with the menu expanded

The Autos demo is designed as a starting point for experiences that display vehicles and provides basic examples on common interactions like the following:

  • Exterior color change with simple menu and name display.
  • Background toggle between 2 options.
  • Hotspot to access interior.
  • Hotspots to open doors or trigger animations.
  • Camera transition to different angles (interior and exterior).

The Autos demo includes the following assets:

  • Simplified car model.
  • Basic materials for car paint switch.
  • Two background environments (Studio and Exterior).
  • Open door animations.
  • Customizable UI.
  • Pre-made reusable elements like interactive hotspots.

Overview

The content for the Autos demo can be found in the Content/Demos/Autos folder. The main level is Autos_Demo which includes the following background streaming levels:

  • 3D_BG_Outdoors
  • 3D_BG_Studio

All of these levels are loaded and only 3D_BG_Studio is visible at start. The Autos_Demo map has an instance of the ISXR_Init blueprint with the initial settings to work on ISXR.

UI

The Autos template uses the Autos_UI widget which includes the initially hidden Autos_Menu_UI that is displayed when the + button is clicked.

In Autos_UI we set any UI changes like Hotspot mode and Interior/Exterior mode. The difference between modes mainly replaces the + button with a back button.

Autos UI

Pre-made Reusable Elements

Camera Hotspot

Camera hotspots are used to move the camera view to specific areas in the scene. To achieve this we use the BP_Hotspot_Cam blueprint. For example, camera hotspots are used on the car wheels to get a closer view.

BP_Hotspot_Cam includes the following components:

Camera hotspot blueprint

This blueprint uses a mimic of the orbit pawn. You can modify the following values to better adjust to your content:

  • position
  • rotation
  • spring arm length
  • FOV
  • camera limits

Camera hotspot orbit pawn settings

Some of these values are exposed in the blueprint details and others can be modified directly in the components. To transition to the interior view of the car we use an instance of BP_Hotspot_Cam with the hotspot icon disabled and trigger the switch when the user taps in a screen space UI icon instead.

You can disable the hotspot icon using the exposed variable in the blueprint details:

Transition to car interior hotspot

Animation Hotspot

Animation hotspots are used to trigger a Skeletal Mesh animation. For this we use the BP_Hotspot_Anim blueprint. For example, animation hotspots are used on the car doors to open them when the hotspot is tapped.

BP_Hotspot_Anim includes the following components:

Animation hotspot blueprint

You can add the BP_Hotspot_Anim to the scene and parent it to a socket within your model. This Hotspot triggers an animation assigned to the linked actor in the blueprint details.

Linking an actor to the animation hotspot

Note: For this to work the actor to which the blueprint is parented needs to be a Skeletal Mesh.

Exterior Color Change

You can change the car's exterior color by tapping on the car mesh or using the menu. The color values are defined by the color value of each button in Autos_Menu_UI.

Car paint color value assignment

The color names are defined by the name of each color button in Autos_Menu_UI.

Car paint color name assignment

Background Change

Background changes are handled by Autos_Menu_UI by changing the visibility of each streaming level.

Spaces Demo

Spaces template start screen Spaces template start screen with the menu expanded

The Spaces demo is designed as a starting point for experiences that navigate spaces and provides basic examples on common interactions like the following:

  • SpaceManager blueprint with pre-made logic for spaces, products and variants.
  • Toggle between different spaces.
  • Hotspots to select and focus on products.
  • Edit the space by selecting different product variants.
  • Hotspots to navigate the space from different angles.

The Spaces demo includes the following assets:

  • Demo furniture assets with a few variants.
  • Customizable UI.
  • Pre-made reusable elements like product and navigation hotspots.

Overview

The content for the Spaces demo can be found in the Content/Demos/Spaces folder. The main map is Spaces_Demo which includes the following streaming levels:

Spaces template streaming levels

All of these levels are loaded and visible at start.

UI

The Spaces template uses the Spaces_UI widget which includes the initially hidden Spaces_InfoCard that is displayed when the product hotspots are clicked.

Autos UI

Pre-made reusable elements

Spaces Manager

The SpacesManager blueprint has most of the logic for the template to work, including a list of spaces, products for each space and variants. The SpacesManager is within the Spaces_Demo level.

Autos UI

In the blueprint details you can add the details of your project with the following structure:

Spaces(+)
  Name
  Background Level
  Content Level
  Thumbnail
  Products(+)
    Tag
    Variants(+)
      Title
      Description
      Link
      Thumbnail
      Actor

Note: We assume that the starting space is the first one listed in the SpacesManager.

The main events defined in SpacesManager are:

  • ProductSwitch Triggered by the hotspot placed on each product using BP_Hotspot_Product.
  • VariantSwitch Triggered by the variant's button within the product's info card.
  • ARState Binded to the switch to AR action.
  • 3DState Binded to the switch to 3D action.
Displaying Products in 3D and AR mode

Each product variant has its own blueprint. You can place the products in the space's content map and translate/rotate them as needed on the scene.

Because we only want to view the active product variant in AR mode, we hide the products in the 3D scene and spawn an instance of the active product blueprint at the origin.

Once the user returns to 3D mode we destroy the asset we created for AR mode and display the other products in the scene.

Product Hotspots

Product hotspots are used to select a product from the scene and expand their info card. For this we use the BP_Hotspot_Product blueprint.

BP_Hotspot_Product includes:

  • Widget with texture that always faces the camera.
  • StaticMesh invisible mesh used as touch component.
  • tag variable that links the hotspot to a product.

To add product hotspots in the scene place a BP_Hotspot_Product in your background level and modify it's tag value to match the tag of the product it will link to.

Spaces product hotspot

Camera Hotspots

Camera hotspots are used to move the camera view to specific areas in the scene. To achieve this we use the BP_Hotspot_Cam blueprint.

BP_Hotspot_Camera includes the following components:

  • Widget rotated to place on the floor.
  • StaticMesh invisible mesh used as touch component.

You can add the BP_Hotspot_Camera to your background level and place it in the spot where you want the camera to move to when clicked.

Camera hotspot

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