Here you can find listed all the NFTs you have linked to your account.
To instantiate an NFT in the scene, you can select it and click on the "Spawn NFT" button. After that, the NFT will be downloaded the first time and imported directly into the scene.
When an NFT is downloaded, the file will be saved in "Assets\Over Unity SDK\NFTs\Models" inside a sub-folder with a unique name.
After an NFT is imported into the scene it will be automatically set as a child of the "OVER_Asset".
You can have multiple NFTs in the scene which are the same or all different but each NFT must have an "NFT Experience Item" attached to it to be recognized as NFT inside the app.
If you want the NFT to be controllable from any user inside the experience, just check the "Is Controllable" checkmark on it and it will be possible to control it with the Joystick available inside the app.
The OVER SDK allows you to publish content within the OVER App.
Once the OVER SDK is installed you can open the OVER Editor in the Window menu of Unity.
Once opened you need to log in with your Access Token (How to get your access token), select the OVRLand where you want to publish and thumbnail to the publication. It is also possible to change the ground type using the Ground View menu to gain a better understanding of the land's position and achieve more precision when placing prefabs.
The Over Editor panel also contains the OVRMaps section where you can download your completed maps in order to place your experience in context with the real world.
OvrMap is the component for setting up the mapping offset from the OVRLand of the content to be published.
After you have imported a map you must align it correctly to the OVRLand by moving and rotating it.
In order to achieve high precision placement, it's very important to adjust the position and rotation offset of the 3D model in relation to the OVRLand. While doing this, please take note that the OVRLand blue arrow (Z-axis) points toward the north.
Once the map has been aligned correctly, you need to click on the Save mapping data button to save the changes, or discard the changes using the Reset Mapping Data button
After the selection of a Land, the user can choose to display the background map of the hexagon location. The options available are: None, Street and Satellite.
The OVER SDK is optimize to publish the current open scene, there must be only one OvrAsset present in the scene and no other object as root. The only other assets that can be present are the map and the land borders because they will automatically remove upon upload.
To speed up the publication process, other than auto select the active scene, we gave the possibility to generate throught the Unity Recorder the thumbnails used to preview the experience .
The Scene Validity button will analyze the scene for valid scripts and objects and if any of the objects in the prefab go outside of the bounds of the hexagon or folder. The Scene will also be checked to ensure that there is only one OvrAsset in scene and no other external root objects.
A popup will inform the user about the result of the check.
The AR Layer represents the publication of a geolocalised experience. Geolocalised experiences can also be lived remotely, by replacing the camera with the OVRMap (real-world Digital Tween) or, alternatively, by positioning the AR experience within the context in which one is located, previewing the experience outside its original context.
The Virtual Layer is optimised for occlusive experience. The relationship with the original context is therefore not necessary and the background of the experience replaces, in a completely occlusive way, the camera and the OVRMap. In this Layer, being completely virtual, collisions with objects are present, so it is possible to touch walls, climb stairs and teleport.
Using the OVER GATE Console is possible to create your personalized events. Thanks to this powerful tool, it will be possible to transmit audio, show your avatar and monitor all the connected users in the event rooms.
A further feature, which the OVER SDK offers, is the ability to add gated access to the experience by defining an NFT contract address during publication.
This feature works with the following chains: Ethereum, Polygon, Binance Smart Chain.
The user visiting the published experience will only be able to access it if he/she is in possession of an NFT belonging to the contract declared at the time of publication.
Gives users the ability to access, Geolocated experiences, remotely. This setting is enabled by default for virtual experiences
Gives the possibility to display the OVRMap remotely, this setting is not present in Virtual Layer Experience.
Walk Mode allows the user to move inside the experience by moving the phone in real space.
Occlusion allows mixed reality content in your app to appear hidden or partially obscured behind objects in the physical environment. Without occlusion, geometry in your scene will always render on top of physical objects in the AR background, regardless of their difference in depth.
Activates environment occlusion for Android devices, ensuring that 3D elements are visually "hidden" behind real-world objects when viewed through the camera.
Activates the human occlusion on Apple devices, utilizing iOS's capability to recognize people within the camera's view. It allows virtual elements to appear as if they're going behind people, creating a more realistic AR experience.
Activates environment occlusion for ApplePro devices, ensuring that 3D elements are visually "hidden" behind real-world objects when viewed through the camera.
Unity's property for determining the distance from the camera, the shadows of game objects become less obvious the farther the game objects are from the camera.
There are two different methods for projecting shadows from a directional light. Close Fit renders higher resolution shadows but they can sometimes wobble slightly if the camera moves. Stable Fit renders lower resolution shadows but they don’t wobble with camera movements.
Shadows can be rendered at several different resolutions: Low, Medium, High and Very High. The higher the resolution, the greater the processing overhead.
OvrMap is the feature that takes the OVER AR Metaverse to a whole new level. Currently, when placing ('geolocalizing') an AR asset in an OVRLand there’s the limitation of GPS accuracy, usually no better than around six meters. However, using OvrMap to map an OVRLand will have a placement precision of around 20 centimetres.
The OvrMap Editor Settings enable the possibility to use the mapping generated through the OVER app to reposition 3D assets in a coherent way with respect to the real word environment.
In the OvrMap editor settings section, you can see and choose between all the maps you have completed or bought. By selecting 'Workspace' from the OVRLand section, you will see all the maps linked to your account.
Next, by selecting one of your OVRLands from the OVRLand section, you will see only the maps related to the selected OVRLand.
Once you have chosen the OVRLand and the relevant map, click on the load map button to download and spawn the generated 3D Gaussian Splatting model in the scene.
In addition to Gaussian Splatting, you can also load the map in legacy mode, which will provide a 3D point cloud version of the mapping.
If you mapped an OVRLand in which you don't have the rights to publish, you can still test the placement of the the asset ('localization') by publishing in your OVER Workspace and visiting the mapped location.
For further information please read OvrMap Setting