Unity Meta Quest 3 Tutorial Lesson 01 Updated - Project Setup
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- čas přidán 23. 12. 2023
- Lesson 01 In Unity Quest Development using Unity 2022
Updated for the Quest 3 and Meta XR All-in-One SDK
Creating a project, Setting up unity and installing Meta XR All-in-One SDK and adding the OVR Camera
You will need:
Facebook account
Meta developer account
Developer mode is turned on
Thank you very much, Anyone, who watches this series will must subscribe because of the clear instructions +1 sub
Very clear tutorial, thanks a lot! +1 sub, can't wait for the rest of the serie on the Quest 3!
(A Discord server would be a good idea as well, for extra help and brainstorming as we jump blindly in there)
Awesome, now it works!
Thanks so much, I am a bit sicked by the fact that Unity's tutorial was not even in the same league as your tutorial Liked and Subscribed
Thank you, very kind of you to say :)
Hey, Thanks a ton. I found some videos on the same topic, and honestly, those are quite complicated. Just to accomplish what you have explained here simply.
Thank you, i really appreciate the comment :)
If the play button does not start the app in the headset do this:
1. From your phone app, set the headset to dev mode.
2. Install Oculus Windows app.
3. In Oculus Windows app to go to Settings -> General and enable Unknown sources.
4. Enable QuestLink inside headset and start the Quest link (click Quick Settings (home/battery indicator at the bottom).
5. In Project settings>XR Plug-in Management, make sure Oculus is selected Provider in both Windows and Android tab.
Thank you, yes i should really include how to setup developer mode. I cant remember if i did that in my original lesson 1.
Hi, I have a question. Under the windows tab I have oculus selected but also see open XR. Should we check open XR too? Or does it matter? Will our project be available on other platforms if we check open XR?
I havn't tried every option, the settings i use seem to work, for now...
I am currently only using the Quest, as my vive is a bit past it's best. I can give it a go at some point and see what happens.
For me, when I press the start button, the scene on my computer just starts. Nothing happens on the screen at that time.
Thanks for the video. seems it need to be added to the playlist to replace an older one.
Definitely great tutorial , please continue such VR tutorials on Quest3 . because v3 is new and there no much tutorials for it.
Thanks, what sort of content/features would you like to see?
@@lightsandclockworkpls finishing a quickly game and explaining how to play it with the oculus.
Thank you. Is gonna be a second lesson? Interactions using buttons or joysticks?
Hi, I am happy to do another lesson 2, but i have already covered this as it is the same as the quest 2.
czcams.com/video/kiOcHT4gs0k/video.html
mine shows the wrong controllers( old black ones ), any idea why? I just started and these videos are the best thank you!
There is a menu on the inspector/script when you add the controller. You can select which controller you use. I used Left/Right Touch (i think)
can i use this to develop for multiple mixed reality headset or only for meta quest MR games ?
In theory, this should be good for other headsets as it is using the OpenXR packages.
What headset are you specifically thinking. I have used the same code on Vive, Rift and Quest(s). But this method is setup for compiling to the Quest.
Why would you start with a 3D core vs a VR core in Unity? Im wondering if there is a difference between the two or if it matters. Thanks for any insight you can provide.
Main Reason, Disk Space!
If you are a student on a school/College network with reduced diskspace it can be a problem.
The VR Project can install a lot of files that are not needed, the core keeps things to a minimum. Required libraries/packages can be added later. I still need to look at other project types.
Okay, this is good to know. Thanks for info! I will be trying out this tutorial for a project this semester. Fingers crossed* I can get something to work :D @@lightsandclockwork
Hey I have question. When dragging in the OVRControllerPrefab into the scene, should I unpack the controller completely? or is that just for other types of prefabs that you drag into the scene?@@lightsandclockwork
I only unpack if i want to delete parts of the prefab, so no need unless you want to strip it down.
Ahh I understand this now. Thanks so much! @@lightsandclockwork
do interaction sdk , there is no latest videos anywhere
Never used it, but i shall look into it. Thanks for the suggestion.
I honestly prefer to use scripts of my own instead of grabbable and other out of the box ones.
Agreed. I prefer to write my code and keep the dependencies to a minimum. It makes the shelf life longer and portability and option.
But if you are more 'into' level design then grabbing code can make it easier.
Can you do one on Avatars?
I'll look into it. I have done a little bit in the past.
What sort of features would you most like?
@@lightsandclockwork Would love to have a chat sometime, I'm currently working on building free VR games, seeing that there's basically nothing you can do for free on the Quest.
It would be a delight to have a chat anytime you are available.
I am going to sort out a discord server soon. Having a few days with family, then i'll try and sort something out.
@@lightsandclockwork Just spent an hour fixing the manifest issue when you push to prod. There are so many things that still aren't sorted as far as dev goes. The sheer lack of tutorials in XR vs regular gamedev is mind-numbing
Bro why tf there only 25 likes
Weil es noch kaum entwickler gibt.
De-pre-cated
I have clearly been saying it wrong for years, but i do suffer with dyslexia. so it could have been a lot worse! :)