Unboxing Magic Leap Development (Unity on a Mac)

  • LuminSDK: Develop using a low-level C API
  • Unity: Develop using Unity (and C#)
  • Unreal: Develop using Unreal Engine (and C++)
  • Magic Leap PackageManager: Used to install (and upgrade) Magic Leap software
  • Lumin SDK: Installed from the Magic Leap PackageManager; includes a number of Magic Leap utilities
  • Magic Leap Remote: Included in the Lumin SDK, includes the Simulator (simulates the ML1 hardware)
  • Magic Leap Unity Package: Installed from the Magic Leap PackageManager; library integrating Unity and Magic Leap
  • Unity API Documentation: Installed from the Magic Leap PackageManager; API reference of Magic Leap classes in Unity
  • Unity Editor (Unity 2018.1.Ob12-MLTP5): Installed from Unity’s web site; a special version of Unity supporting the Magic Leap. Used to build Unity projects.
  • Visual Studio for Mac: Installed through the Unity installer. Used to program functionality into Unity projects (using C#)
  • Start Magic Leap Remote
  • Press Start Simulator button (interestingly enough, with the Simulator started my laptop’s fan kicked into high gear)
  • Because developing with Magic Leap involves interacting with the physical world (spacial computing), we will want load a sample room into our Simulator using the left-most button in the Mini Map panel’s button bar (their online documentation is out of date).
  • Finding the file location to the sample rooms took a bit of effort (ended up using Magic Leap PackageManager to open the Lumin SDK folder installation folder. From there you navigate to: VirtualDevice\data\VirtualRooms\ExampleRooms
  • Now our simulator is ready:
  • Control: Demonstrates receiving input from the Control and sending haptic feedback to it.
  • Gesture Input: Demonstrates preferred methods for using discrete hand gestures.
  • Image Tracking: Demonstrates how to use image recognition and tracking images.
  • Meshing: Demonstrates preferred methods for using the meshing functionality.
  • Planes: Demonstrates how to detect surfaces and display planes.
  • Raycast: Demonstrates preferred raycasting methods.

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John Tucker

John Tucker

Broad infrastructure, development, and soft-skill background