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Discussion in 'EditorXR' started by Gooren, Jul 29, 2019.
As the title says,
is that even possible?
Would be amazing!
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!
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.
Do you know if it works on Quest, I am trying something like this out for a project on a MFA thesis.
It isn't supported in edit mode and may be possible once the Oculus Link tethering is out. However, you can make runtime builds with the Oculus Quest and include the EditorXR runtime in that. Follow these instructions: https://docs.google.com/document/d/...AcltECOF7NAAO5XuE/edit#heading=h.ptfc3vrzfge2
Thanks Amir, I'll try this out
Tethering works but Universal Pipeline appears to have issues with anything made in shadergraph.
Yea tethering works for sure but build APKs are having issues for me, nothing appears. Anyone figured it out?
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.
As of version 0.3 the docs should be updated: the runtime settings can be found under "Player Settings > EditorXR" instead of the preferences.
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)
Thanks. I removed the mention of "preferences" in the docs.
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.)
Okay, I just did that and deployed a build for Quest using Unity 2018.4. The build starts on Quest but EditorXR does not seem to work.
Can you help me getting EditorXR runtime working? I'm glad if I can help to solve current issues. It would be nice if it works with Unity 2019.3
I posted some more information in this thread: https://forum.unity.com/threads/v0-3-0-release-partner-sdks-no-longer-required.772511/
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.
Another thing to try -- are you making sure to use the Oculus Android plugin and not the new Oculus XR Plugin?