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Question How to use Oculus Quest 1 to pass input to Windows and Unity Editor for development

Discussion in 'VR' started by lmshagames, Mar 10, 2021.

  1. lmshagames

    lmshagames

    Joined:
    Mar 10, 2021
    Posts:
    2
    Hello unity devs!

    I am starting a project for Quest 2 and i only have a Quest 1 for a while, i wanted to know if i can use the Quest to pass the input to the unity editor so i can develop on windows with the quest 1, using controllers and HMD.

    I have a HTC Vive that i could use to simulate input, but in order to be able to move around and work from my home i would need to use the quest, because the VIVE is in the office and i cant move it from there :(
     
  2. Dreamback

    Dreamback

    Joined:
    Jul 29, 2016
    Posts:
    220
    Yes, if you use "Oculus Link" to treat the Quest as a PCVR headset in Windows, you can use that in Unity to test and debug your apps in the Unity editor. It even supports Quest hand tracking, but only in the editor.
     
  3. lmshagames

    lmshagames

    Joined:
    Mar 10, 2021
    Posts:
    2
    But does this work on Oculus 1?
     
  4. Dreamback

    Dreamback

    Joined:
    Jul 29, 2016
    Posts:
    220
    Yeah, I realized my mistake and edited my post to just say your Quest. Works fine with Quest 1.
     
  5. amaestas

    amaestas

    Unity Technologies

    Joined:
    Feb 5, 2020
    Posts:
    18
    Hello Imshagames,

    Yes you will be able to treat the quest as a pc vr headset via link. Keep in mind that when running in the editor you will be deving with DX11 and utilizing you pc graphics card.

    Here is how to enable link https://support.oculus.com/394778968099974

    Once that is done enable Oculus support from XR Plugin Management and ensure the Desktop loader is enabled. Now you'll be able to query the input from the device as you would the vive.

    https://docs.unity3d.com/2019.4/Documentation/Manual/configuring-project-for-xr.html