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Is it possible to add Oculus Quest support?

Discussion in 'EditorXR' started by Gooren, Jul 29, 2019.

  1. Gooren

    Gooren

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    As the title says,

    is that even possible?
    Would be amazing!

    Cheers
     
  2. Gooren

    Gooren

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    I will try https://www.vrdesktop.net/ as soon as I free up some time for this.
    If I could work in VR on our scenes, without any cables and such, that would be a game changer!
     
  3. amirebrahimi_unity

    amirebrahimi_unity

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    Agreed. I remember trying a build someone made in our group on Oculus Quest, but it was a standalone build and not tethered to the Unity Editor running on a PC.
     
  4. mfchenyang

    mfchenyang

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    Do you know if it works on Quest, I am trying something like this out for a project on a MFA thesis.
     
  5. amirebrahimi_unity

    amirebrahimi_unity

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  6. mfchenyang

    mfchenyang

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  7. hippocoder

    hippocoder

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    Tethering works but Universal Pipeline appears to have issues with anything made in shadergraph.
     
  8. mfchenyang

    mfchenyang

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    Yea tethering works for sure but build APKs are having issues for me, nothing appears. Anyone figured it out?
     
  9. hippocoder

    hippocoder

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    Sure, just make sure you install the optional android components and use the XR Manager from package manager to set up the correct stuff you need. Finally you must remove Vulkan from the list of rendererers for now and choose OpenGL.
     
  10. dimib

    dimib

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    As of version 0.3 the docs should be updated: the runtime settings can be found under "Player Settings > EditorXR" instead of the preferences.
     
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  11. dimib

    dimib

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    I'd like to build the EditorXR in a very basic scene for the Oculus Quest.

    What do you mean by optional android components? On the recommended Unity version 2018.4.x I can not see possibility to install optional android components or XR management. (also not mentioned on EditorXR Google doc)

    If we could describe the steps here, I think lots of people would benefit from it. (Quest sold out after Xmas 2019)
     
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  12. amirebrahimi_unity

    amirebrahimi_unity

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    Thanks. I removed the mention of "preferences" in the docs.
     
  13. amirebrahimi_unity

    amirebrahimi_unity

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    I think what @hippocoder means is that you would install the necessary components in order to make an Android build -- i.e what you would normally do in order to build to the Quest (e.g. install Android as a platform in Unity, installing the Android SDK/NDK, etc.)
     
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  14. dimib

    dimib

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  15. Shirzad

    Shirzad

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    same here!
     
  16. amirebrahimi_unity

    amirebrahimi_unity

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    Apologies for not being able to work through this issue with you all yet. Our focus is on getting out the next release of EditorXR, which will be a bona fide package! After that is complete I could foresee getting support for the Quest working.
     
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  17. amirebrahimi_unity

    amirebrahimi_unity

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    Another thing to try -- are you making sure to use the Oculus Android plugin and not the new Oculus XR Plugin?