How would I go about setting up Unity and Oculus so I can hit Play in Unity and see the results immediately instead of building and running the game on Oculus?
How to setup a fast development workflow (plug and play) for Oculus Quest 2 with Unity
2.4k Views Asked by Aleksandar Ruseski At
1
There are 1 best solutions below
Related Questions in UNITY-GAME-ENGINE
- How to use invokerepeating and make ui text fade in/out over time?
- Player input not working properly in unity
- Get block in Mesh Unity
- Does Unity render invisible material?
- Physics.OverlapSphere couldn't detect my ‘Player’
- Cannot sync non-player objects in Unity mirror
- How to script a simple collision using hands in OVRCameraRigInteraction?
- Drawing on 3D object at Unity
- How to Override Spline Rotation for Player-Controlled Car in Racing Game?
- Why doesn't my enemy shield take damage first. Instead both enemy and shield are being destroyed together
- unity + Vuforia balck screen in android AR app
- how do I change an objects tag when the game closes
- How to remove white space in a user's input through an input field in Unity?
- Timeline doesn't start eventhough it recognises the trigger input
- Ragdoll 2D Aiming
Related Questions in VIRTUAL-REALITY
- I want to rotate WebXR Rectile towards walls
- Looking to access wide angle camera of smartphone while making an AR application using Vuforia
- Quest 3 device technical feasibility
- issue with random input latency on quest 3
- can't to save oculus spatial anchors (on cloud or locally)
- AR Plane Detection using Oculus Integration Unity SDK
- Voice SDK does not work on the Quest but does in Unity editor
- Meta Quest2/3 Unity SDK - How to get battery level info
- How drag and drop 2D UI elements of Canvas in OVR ray interactable?
- How to Drag Image on Canvas with Meta All-in-One SDK
- Ray interactor can't select a 3d Object
- Animating Entity in VisionOS based on mouse gesture?
- Time warping analysis from HMD's Data-Log
- The Pico unity openxr sdk is incompatible with openxr 1.9.1, but I can't downgrade the openxr version in the editor
- Delay in Passthrough Camera Feed in Unity Quest 3
Related Questions in OCULUS
- How to script a simple collision using hands in OVRCameraRigInteraction?
- issue with random input latency on quest 3
- Integration Object Tracking Feature with OVR Integration Package in Unity
- can't to save oculus spatial anchors (on cloud or locally)
- AR Plane Detection using Oculus Integration Unity SDK
- UI Overlapping Issue in Unity Mixed Reality
- How do I get Oculus to access an External Drive through Unity?
- Ceating a VR Portal in quest passthrough not working in build for specific unity version (2022.3.9)
- Meta Quest Get controller battery level using ADB
- How to get data from quest3 color camera, or get data from passthrough, but in video streaming form?
- Unity C# Climbing issue
- Create following UI and Head-Lock UI in VR
- Bypass Oculus Link GPU requirements in Unity/other apps
- VLC Unity doesn't play video on Oculus Quest 2
- How to rotate Oculus left in UnrealEngine separately
Related Questions in OCULUSQUEST
- Delay in Passthrough Camera Feed in Unity Quest 3
- How do I get Oculus to access an External Drive through Unity?
- Unity Applications for different VR/AR devices
- Ceating a VR Portal in quest passthrough not working in build for specific unity version (2022.3.9)
- Approach towards running parallel apps and services on VR device
- How can I use adb in Meta Quest3 to get the screen of the device, but I want this screen to be available and processed by me
- VR Oculus 2 through Unity with Firebase integration
- How to get data from quest3 color camera, or get data from passthrough, but in video streaming form?
- Mulitpass getting more FPS than mulitview rendering mode for meta quest 2
- Unity VR: Lagging 360 Video Playback in Build
- Passthrough not working in Oculus Quest 2
- Combine real objects with real objects in VR
- A-Frame Networked Components - Help Needed
- Interaction Button with Oculus quest
- VLC Unity doesn't play video on Oculus Quest 2
Trending Questions
- UIImageView Frame Doesn't Reflect Constraints
- Is it possible to use adb commands to click on a view by finding its ID?
- How to create a new web character symbol recognizable by html/javascript?
- Why isn't my CSS3 animation smooth in Google Chrome (but very smooth on other browsers)?
- Heap Gives Page Fault
- Connect ffmpeg to Visual Studio 2008
- Both Object- and ValueAnimator jumps when Duration is set above API LvL 24
- How to avoid default initialization of objects in std::vector?
- second argument of the command line arguments in a format other than char** argv or char* argv[]
- How to improve efficiency of algorithm which generates next lexicographic permutation?
- Navigating to the another actvity app getting crash in android
- How to read the particular message format in android and store in sqlite database?
- Resetting inventory status after order is cancelled
- Efficiently compute powers of X in SSE/AVX
- Insert into an external database using ajax and php : POST 500 (Internal Server Error)
Popular # Hahtags
Popular Questions
- How do I undo the most recent local commits in Git?
- How can I remove a specific item from an array in JavaScript?
- How do I delete a Git branch locally and remotely?
- Find all files containing a specific text (string) on Linux?
- How do I revert a Git repository to a previous commit?
- How do I create an HTML button that acts like a link?
- How do I check out a remote Git branch?
- How do I force "git pull" to overwrite local files?
- How do I list all files of a directory?
- How to check whether a string contains a substring in JavaScript?
- How do I redirect to another webpage?
- How can I iterate over rows in a Pandas DataFrame?
- How do I convert a String to an int in Java?
- Does Python have a string 'contains' substring method?
- How do I check if a string contains a specific word?
First off, these are the essentials one needs in order to develop for Oculus Quest 2 with Unity. After completing these steps, you can, if you want, do the other ones to have the fastest possible workflow.
Unity side:
For the Oculus side:
Finaly, In Unity in Build Settings -> Run Device choose the connected Oculus device from the options and click Build & Run (make sure you have at least one scene added to Build Settings). This will build the application and push it to your Oculus (if connected via usb). When you put your headset on you will see the application load.
That's it. This is the bare minimum you need in order for you to develop VR games for Oculus. But of course if we leave it at that it's going to be really slow and tedious developing VR apps because we will have to code basic VR principles by ourselves and waste time on building and pushing the app to the device every time we want to change and test something. And so, we are going to install a few more things in order to speed up development.
That's pretty much it for the development side. If you wish to build for Oculus, you just have to go to Build Settings and in the Run Device option choose the connected Oculus Quest 2 device and click Build and Run. And of course save the scene with the XR Rig and add it to Build Settings.
Tested to work with Unity 2020.3.25f1 on ASUS TUF laptop.
Feel free to correct me on some of the steps if you hit an obstacle. Would love to have as comprehensive guide as possible.