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3.5.2](https://img.shields.io/badge/Antilatency_SDK-3.5.2-acc435?style=for-the-badge)](https://) -## Intro +[![Unity - 2021.3.3f1](https://img.shields.io/badge/Unity-2021.3.3f1-787777?style=for-the-badge&logo=unity)](https://) -This project includes sample implementation of Antilatency Tracking system usage with Oculus HMD's. +## Summary -The main sample scene named AltOculusSample.unity is located at Assets/Antilatency/OculusSample/Scenes. +This project includes example implementation of Oculus headset tracking with Antilatency tracking system, [Tracking Alignment library](https://developers.antilatency.com/Software/Libraries/Antilatency_Tracking_Alignment_Library_en.html) and Oculus SDK. -Check the AltTrackingOculus.cs component located at Assets/Antilatency/OculusSample/Scripts to see how you can use Antilatency Tracking and Oculus tracking systems at the same time. +It should work with Oculus Rift S, Oculus Quest or Quest 2 headsets. Extensively tested with Quest 2. -## SDK version -This project is based on Antilatency SDK 3.3.0 release - -## Requirements - -* Unity 2019.4.28f1 -* Oculus Rift S, Oculus Quest or Quest 2 headsets + . + └── Assets + └── Antilatency + └── OculusSample + ├── Scenes # Contains example scene AltOculusSample.unity + └── Scripts # Contains example script AltTrackingOculus.cs \ No newline at end of file