A basic step by step guide for setting up Unity 2022.2 with a Quest 2 for VR development. Oculus Software Download: www.meta.com/g... Oculus Controllers Download: developer.ocul...
For anyone stuck with the play view not working between the Quest and Unity. Open the Oculus software -> go to settings -> general -> make sure OpenXR Runtime is set to active.
When I click preset for the Left Controller and Right Controller, I have none even though I have the XR Interaction Toolkit and XR Plugin Management packages installed
There's a few things that can stop the controllers from tracking and missing just one of them can cause this headache. First make sure the preset was applied to the XR Controller component on the left and right hand controller game objects. Next check the scene has a XR Interaction Manager game object this should have been created when you added the XR Origin to the scene, if you're missing it right click in the hierarchy > Create > XR > XR Interaction Manager. Finally make sure in the scene there is an input action manager component with the XRI Default Input Actions file applied in the Action assets list, in the video I add this component to the XR Interaction Manager game object. Missing any of these steps can cause the controllers not to track.
I'm having an issue where my vr controllers can intercept through each other when pushed together from both top ends. Any ideas on what I may be missing. (They track perfectly every other way besides that when touching). Cheers.
The only thing I can think of is the position of the mesh is not completely at zero on the X, Y and Z this maybe the case for any of their parents too. That’s where I’d check first.
Hola! Cada vez que quiero seleccionar en cada controlador, en el XR controller action-based, la opcion del "XR Default..." no me aparece nada mas que "n one". Alguien sabe por qué? gracias!
an awesome and very precise tutorial mate...one question: can we publish our game using free personal plan?or at least visible to us only? just like we install our own android app on the phone for testing out of simulation environment
you can build it to your oculus... I don't know that process but it's not "published" per se... as long as you don't officially publish it you won't be hit by that runtime pricing BS
Probably yes if you want to test it. The new toolkit has a system where you can do testing with keyboard. But it doesn't mean that the experience is the same. I done levels and then tested with oculus just to find lot of bugs
The tutorial is great, but after going precisely step by step - Unity says "Unable to start Oculus XR Plugin." - and nothing works. Cant find any solution to this. UPD ! : so here's what it was. Inside the Headset itself, inside it's VR environment : Settings \ System \ Quest link \ Launch Quest Link (and you actually need to push that thing with your controller ray, though it is not blue or anything) \ and now push button which says "Launch". The view inside headset should change entirely - and seems like that how you actually activate the link. Tricky thing - the "launch Quest Link" button may not be there. This means you need to restart your headset or need another cable or etc.. The video for the steps is here starting 2nd min: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-kz33-7z_fM4.htmlsi=hdGPPsgiaYUtNMTM&t=147 so in your tutorial you are going through this very quickly starting 12th minute. BUT it seems it may be different depending on what happened with the headset before or whatever.
For those wondering why controllers aren't moving or recieving input, you have to click on the controllers and select 'use reference' and manually put in the input controllers for each one as shown in the video for it to work
now the xr interaction toolkit version is 3.0.3 and there is not left hand and right hand controller(no Vr Controller Action Based) What to do now? I am stuck in the beginning??
there is no movement in this video right? i can look around and see the controller but the buttons do nothings. That still needs to be implemented correct?
That is correct, for movement you need a locomotion system and add the necessary components to get teleportation or continuous movement. I have a very basic video on setting up teleportation but I don’t believe I’ve covered continuous movement yet.
Thank you. I'm getting an index out of range error at least 2 out of 3 times in one of the libraries when clicking play, but this still got me further than any other guide. Hope I can figure out the errors somehow. Might be because I'm running it on an a Quest 1, since it's all I could get my hands on
Thank you very much for this tutorial. It worked rly well for the controllers but the headset doesn't get tracked for me, no position or rotation update...
Good setup and easy to follow. However, I've been looking for a while how to make the hands visible with the controllers. I want to make the hands slightly translucent so that you can still see the buttons of the controller. The fingers also have to move when I use a button on the controller. Do you know how to set this up? Or do you know a good tutorial that explains that.
Great question! What you will need is a hand model thats rigged in a 3D software such as Maya / Blender that has poses setup for each button press / interaction you would like. For the translucentcy you would achieve this with a transparent material or appropriate shader for your intended effect. For the fingers moving you would use blend shapes with a skinned mesh renderer and lerp between them depending on the provided input. With each button, trigger and analogue stick interaction this could get a little complicated very fast and is probably why there is not too many resources on how to achieve this, if I have time I'll try to make my own tutorial as its a very nice system to try implement.
That’s odd. If you go Create > XR > XR Origin (VR) there should be left and right controller automatically there. If not you could replace these by creating an empty game object and attaching an XR Controller component to each the left and right hands.
@@johnozier4001 That’s a lot of praise! I’ve got a few more Unity / VR tutorials in the works, just trying to find the time to make them clear and concise as possible. Really happy to have helped you get setup though!
If you plan to run the game as standalone on the Quest 2 yes, you will need to have all the android modules installed for your editor. If you plan to only develop for tethered VR then you’ll be fine with just a windows build. If you don’t have these installed you might be able to add them in Unity hub, if not uninstalling the editor version and reinstalling with the modules enabled will get you going.