Hello is there any undivided tutorial for build app with using Open XR and Oculus Quest 2. Setup Open XR with new Input system is Ok in Unity, but i have strong problem with working it in Oculus Quest 2 (no detection of headset, controllers in Quest 2)... App loaded into VR.
On the Quest it's unsupported nativity till later this year, just use Quest 2 Link for now, or stick with the Oculus Plugin (for XR Management)… It's much less buggy and it'll be not too hard to switch once OpenXR is baked in a few months if you're already using the new input system. That's basically what I'm doing till then (after checking out OpenXR for the past week). I doubt there are a lot of project tutorials specifically for what you're asking since it's only been 6 weeks since the first OpenXR preview came out, and it's only been partially usable in Oculus for the past couple weeks if you're using the beta Oculus desktop app (due to occlusion mesh errors).
Oculus is not supported via OpenXR at this point in time. You can use Oculus on PC (quest via link) but it is at your own risk until it is officially supported. (see https://docs.unity3d.com/Packages/com.unity.xr.openxr@0.1/manual/index.html)
Getting full OpenXR support on all platforms should really be a priority, so we can finally leave this four year period of leaving developers to sort out cross platform support behind us.
I did manage to find this if anyone is interested, it is a roadmap for all things VR and AR. AR/VR (unity.com)
Good to hear they are working on quest support for OpenXR. It's a shame that it launched without supporting the largest VR platform. Hopefully when quest support does come I should be able to port my games I've built on OpenXR relatively easily though.
2020.3.19f and I see 'Oculus Quest Support' on the OpenXR Feature Groups, but when I build the sample Controllers app for it, nothing. What gives?