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Question Definitive setup instructions for Quest 2 development?

Discussion in 'VR' started by jeremy1967, Sep 6, 2021.

  1. jeremy1967

    jeremy1967

    Joined:
    Jun 4, 2019
    Posts:
    68
    After several days going down multiple rabbit holes in an attempt to find working setup instructions for Quest 2 development using Unity 2020.3, I'm on the verge of giving up entirely. Most of the tutorials I've found seem to be dated as the directions never seem to correspond to my environment 100% and often refer to items/settings not found in my editor.

    Originally, I was developing using HTC Vive with the OpenXR plugin and all was working relatively well. That all fell apart when I tried moving to the Quest 2 and I am now left with a corrupted build with lots of errors referring to classes and libraries I am not familiar with. I had imported the Oculus Integration package and a lot of the issues seem tied to that. So, I've since tried removing that package, but there still seems to be traces left behind that the project is still referring to and is causing errors.

    So, rather than try to revive my current project, I've decided to start over from scratch and have some basic questions I hope to have answered before I start:
    1. First and foremost, is there an official, definitive guide for my particular setup? I tried following the Unity setup guide from Oculus, but that did not work for me.
    2. OpenVR - I see this mentioned in a lot of tutorials. Is this still being used or was this replaced with OpenXR or are they completely different things?
    3. In Package Manager, should I install the OpenXR Plugin AND the Oculus XR Plugin or is it just one or the other?
    4. Do I need the Oculus Integration package?
    5. In the Plugin Manager, should I be selecting the OpenXR plugin or the Oculus plugin?
    6. Is the Oculus plugin a device-specific implementation of OpenXR or is it something else entirely?
    I have many more questions, but these are the basic ones and understanding these issues first may help tackle the others.

    Thanks.
     
    Last edited: Sep 6, 2021
  2. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    9,510
    his channel usually has good short tutorials *although this one is already almost 1 year ago, so things might have changed.


    are you developing for standalone oculus, or oculus + link cable?
     
  3. jeremy1967

    jeremy1967

    Joined:
    Jun 4, 2019
    Posts:
    68
    Thanks. I'll definitely check out that video. I am using the link cable.
     
  4. tenconmar

    tenconmar

    Joined:
    Mar 15, 2021
    Posts:
    29
    Find a good discord community to build your dev skills. I recommend valem, vor with Andrew, or Justin p Barnett.
     
  5. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,140
    Also a great vid

    OpenVR is from valve, so this is PCVR. OpenXR is a universal standard for VR, which can be used on the quest (although currently not recommended for commercial use)

    You do not need oculus integration. For app lab support you can generate a manifest file in another project or copy a good one from online!

    For now Id say select Oculus in XR Management, but OpenXR doesnt hurt

    As said above OpenXR is a universal standard, oculus only works for oculus devices (and maybe stuff like the vive, nor sure)
     
    jeremy1967 likes this.