Quest Link in Unity - How to Use Unity's play mode with Oculus Quest Link

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  • čas přidán 28. 08. 2024

Komentáře • 119

  • @GameDevBill
    @GameDevBill  Před 3 lety +6

    I used XR Interaction toolkit to set up my scene. Anyone have packages or asset store items they prefer for getting the basic framework of VR set up in Unity?

  • @Jucarlien
    @Jucarlien Před 2 lety +12

    For people using the Quest 2 and that have the controllers disconnected in play mod, updating the Oculus software on Windows and going into: Settings-> General-> Set Oculus as active (in openxr execution), did the trick for me

    • @Gary1q2
      @Gary1q2 Před 2 lety +1

      i fucking love you

    • @jrmwashere
      @jrmwashere Před rokem +1

      Ya, I'm with @Gary1q2. I watched a tone of tutoirials and no ever has a complete set of steps to get this working. This one setting you mentioned which was not mentioned in this video tutorial was the missing peace. Thanks so much.

    • @krewella33
      @krewella33 Před 9 měsíci +1

      THANK YOU, I've been trying to solve this for two weeks.

  • @arturovecchione
    @arturovecchione Před 2 lety +1

    two an a half year to get to this video!! obviously back at that time i didnt hae the right pc, then i bought oculus quest... then i bought the right cable... and now, just TODAY i finally saw my URP scen in my oculus in real time!!! THANK YOU Game DevBill you're awesome.

  • @scottpetrovic
    @scottpetrovic Před 2 lety +2

    Thank you for making this quick video. I was previously following Android tutorials on VR with youtube...which is a huge time sink with all the building and pushing to the device with every change. I guess it is way quicker to a Windows build to start...then switch to an Android build once you are actually closer to being done.

  • @JozefKonradPlata
    @JozefKonradPlata Před 3 lety +2

    Omg it took me a while to figure it out but finally it's working. Because at some point I was so desperate that I've actually started some development in Unreal, but I really hate visual scripting... But now it's working well in Unity and I can forget about Unreal. Thank you!

    • @GameDevBill
      @GameDevBill  Před 3 lety

      Awesome, I'm so glad to hear you got this working for you :)

  • @dilp79
    @dilp79 Před 3 lety +1

    Really works.
    Took me few hours to try various versions and setups before this video

  • @tonynacho
    @tonynacho Před 3 lety +10

    Thanks so much for sharing this... Definitely the simplest tutorial I've found... It's been so convoluted trying to find official dev docs for this from Unity/Oculus on how to get the link cable working... Massive time save, thanks!

  • @DominikDev1
    @DominikDev1 Před 27 dny +1

    Anyone still having trouble connecting must now click the OpenXR Runtime button in the General section of the Oculus app.

    • @AJPonder
      @AJPonder Před 23 dny

      Ya me it won’t connect

  • @OramiIT
    @OramiIT Před 3 lety +2

    Well versions have changed again... 2020.3.13f1 with Oculus XR Plugin 1.9.1 and XR interaction toolkit 1.0.0-pre.4 doesn't display to my quest 2 with the link cable plugged in. I'm not sure what is going on. I might just roll back a couple years to 2019 when everything worked. This is a very straightforward video though well done.

  • @battou2501
    @battou2501 Před 2 lety +2

    Dont work for me. Camera in editor moves, but in Quest 2 there is just black screen

  • @andreiamendes5449
    @andreiamendes5449 Před 3 lety

    Ohhh thank you so much, I only had oculus under android enabled because of another error, didn't know I needed to enable under PC as well :D

  • @bober11252
    @bober11252 Před 2 lety +1

    need to add unity in the oculus app?

  • @thewildkids019
    @thewildkids019 Před 4 měsíci

    Thanks man

  • @r3tuxn730
    @r3tuxn730 Před 2 lety +2

    I had both the OpenXR and OculusXR Plugin installed, which was the reason it didn't launched my game... so I removed the OpenXR plugin and it worked fine. Maybe someone has the same issue ^^

  • @ThePavilionWeb
    @ThePavilionWeb Před rokem

    Really helpful video, thank you!

  • @wmka
    @wmka Před 3 lety

    Thank you and have a great day.

  • @krishnapriyachoudoor8163
    @krishnapriyachoudoor8163 Před 3 lety +1

    I followed all the steps, I can see the scene in my Quest 2 but I cannot get my controllers working. Am I missing anything ?

  • @HeadPack
    @HeadPack Před 3 lety +2

    Thank you. This is a huge time saver. Immediately subscribed. Could you explain why you are using URP and not SRP? Is there a difference in performance? If so, is there a way to measure it, e.g. the frame rate?

    • @GameDevBill
      @GameDevBill  Před 3 lety +8

      To clarify, you essentially have four choices for renderer in unity, and three of those choices are a form of SRP. SRP or scriptable render pipeline, is the system that allows you to use some implementation of SRP to do your rendering. Overall, these are the four choices.
      1. built-in renderer - sometimes called legacy renderer (not SRP)
      2. URP (Universal Render Pipeline)- formerly called LWRP(Light-Weight Render Pipeline). this is one of the provided implementations of an SRP
      3. HDRP (HighDef Render Pipelin) - this is the second provided implementation of SRP
      4. Custom SRP - this is the case of a user creating their own renderer on the foundation that is SRP
      So, I didn't choose number 4 because it's more work. I didn't choose number 3 because I don't think there is full VR support there yet. And even if there was, HDRP is intended for high-end graphics, which likely isn't going to work well on the Quest. You'd have to turn things down so much to be performant on that device, there's no point. Which leaves options 1 or 2. I chose 2 because it's the future. Option 1 is still fully functional and great, but is going to eventually be deprecated by URP (as far as I know, I could be wrong). And, if you notice most of my other tutorials are in ShaderGraph, which does not support the built-in renderer.
      As to measuring performance - I use Oculus's provided OVR Metrics tool, available for free here: developer.oculus.com/documentation/tools/tools-ovrmetricstool/ - It gives most of the info I'd need to understand my performance on-device. Note that Quest-Link performance will almost always be WAY better than real on-quest performance because in Quest Link the computer is doing the rendering & processing.
      Hope that helps, and thanks for reaching out :)

    • @HeadPack
      @HeadPack Před 3 lety +1

      @@GameDevBill thanks for your time and elaborate reply. I had taken SRP for the Standard Render Pipeline. That is, the legacy solution. A common mistake, judging by some content on YT. Keep up your good work. I hope for more Quest related content.

    • @arturovecchione
      @arturovecchione Před 2 lety +1

      @@GameDevBill that's an good answer buddy!

  • @lucashyde1164
    @lucashyde1164 Před 3 lety +1

    If you can't get this to work, you probably have an issue with getting virtual desktop to work on oculus link too so try to fix that first. Especially those using gaming laptops with amd graphics. CZcams have a tutorial on getting oculus link working with those gpus. Fix that first then do this tutorial, thats how i made mine work. Hope it helped someone facing the same problem as me!

  • @interpro
    @interpro Před 2 lety

    This is awesome! Very helpful! Thank you!

  • @FreedivingTrainer
    @FreedivingTrainer Před 3 lety +1

    Does it mean this not work on mac? because we have only oculus link exe for PC?

    • @GameDevBill
      @GameDevBill  Před 3 lety

      Right, Oculus Link requires a computer that could drive an Oculus Rift if you had one. And AFAIK only PCs can drive a Rift.

  • @nicozettler6172
    @nicozettler6172 Před rokem +1

    All these steps did not work in Unity version 2021.2.0 for me. I switched back to 2021.1.13 and everything works fine. Maybe this helps someone.

  • @williamhiciano394
    @williamhiciano394 Před 2 měsíci

    so i cant get into unity using airlink? cables are mandatory?

  • @theresnothinghere59
    @theresnothinghere59 Před rokem +1

    trying since an hour, doesn't work

  • @kubamiszczz
    @kubamiszczz Před 3 lety +1

    can you connect with wifi instead of cable? like tcpip port, then connect? is it works?

    • @GameDevBill
      @GameDevBill  Před 3 lety

      Not that I know of. For playing Rift games on your quest via wifi, you can use virtual desktop, but I don't think that works for Unity editor.

  • @davekaul
    @davekaul Před 3 lety +1

    Hi Bill, Subscribed. I just can't seem to find the missing piece. I have Oculus checked in the XR Plugin-in Management but cannot find Oculus Loader. Can you help?

    • @GameDevBill
      @GameDevBill  Před 3 lety

      Hi Dave, sorry for the slow response. You do not need the "Oculus Loader" if you have "Oculus" checked in plugin management. Those are two names for the same thing. For some reason in 2019.4 they called it "Oculus Loader" then in 2020.1+ they just call it "Oculus". Check out 4:03 in the video. If this still seems broken let me know some more details like what version of Unity you're on, and what exactly isn't working. Good luck!

  • @haydenvoelker4914
    @haydenvoelker4914 Před 2 lety

    Another important thing I have found is that when asked "allow access to data?", say no. At least for me that is how I got it to work.

  • @N_H_Tone
    @N_H_Tone Před 3 lety

    Thanks so much for sharing this

  • @Ss-kk4ep
    @Ss-kk4ep Před 3 lety +1

    Hi I tried and it does not work now I think about it I do not need it so .. The problem when I installed my project to the Quest hear the music but do not see anything just a black screen you know how to fix it and return to previous settings?
    Thanks

    • @GameDevBill
      @GameDevBill  Před 3 lety

      If you're saying that you tried Link, it didn't work, now want to turn it off, there really isn't much to it. Just exit Link mode in the headset (on the home-menu bar at the left is a disable link button). Then just build and deploy your android-platform game as you did before. No real changes in Unity other than building the app instead of going into play mode.

  • @TrencTolize
    @TrencTolize Před rokem

    Thank you for the great explanation! Can you also use mouse and keyboard inputs from within Unity in playmode or would that clash with the Android build setup?

  • @Aspecial_day
    @Aspecial_day Před 3 lety +1

    Hey, I followed every process, but finally the screen on unity can not shows in Oculus, (In Oculus run view which is empty and still , can't move at all.) HELP!

  • @parfyparf7807
    @parfyparf7807 Před 3 lety +1

    Can you do this wireless now after the official wireless support between Virtual Desktop and Oculus??? I've cut the cable for gaming..Id love to cut it for developing in Unity too!

    • @GameDevBill
      @GameDevBill  Před 3 lety +2

      I tried to get it working a while ago and couldn't. I think virtual desktop doesn't fully emulate a rift the way link does. I am under the impression that the virtual desktop team would need to add support specifically for unity, but this is just a guess. If you get it working wirelessly please let me know as I'd love to take advantage of that!!

  • @brian_baumbusch
    @brian_baumbusch Před rokem

    Thanks for this video! I can't find the room scale XR rig prefab that you loaded. Any tips?

  • @FirefighterVision
    @FirefighterVision Před 5 měsíci

    Does the Oculus Quest Link also work with Mac?

  • @joaquinguevara7212
    @joaquinguevara7212 Před 2 lety +1

    Does this work with Air Link too?

  • @emiliogemayel621
    @emiliogemayel621 Před 2 lety

    Hello, I cannot build the game due to missing SDK, JDK AND NDK. i tried too many times to follow some youtube tutorial without success. can you help please?

  • @andrewgamal8143
    @andrewgamal8143 Před 2 lety

    I did all of that but when I press play, the game doesn't open in the headset. Also when i play the game inside the headset unity doesn't cast it.
    Any help? I tried many tutorials

  • @nimm-float-c-3d853
    @nimm-float-c-3d853 Před 3 lety

    Thank you, I will try this later :) New sub here for sure ^^

  • @vittoriochiuselli
    @vittoriochiuselli Před 2 lety

    so it works only with window build? I'm trying to hit play with android and I don't get nothing. The only way to debug, for me, is build the game in android platform

  • @roguewhitewolf
    @roguewhitewolf Před rokem

    How do I connect the Quest 2 to my laptop, when I don't have access to the Facebook account used, as it's an account for the company I'm an intern for? Meaning I cannot use the Oculus PC App

  • @AleksandrBalyberdin
    @AleksandrBalyberdin Před 3 lety +1

    Looks like it's doesn't work on macOS Catalina 10.15 but anyway thanks

    • @GameDevBill
      @GameDevBill  Před 3 lety +1

      Right, Quest Link is PC only. The link to the system requirements is in the description. Sorry it couldn't work for you!

  • @lucutes2936
    @lucutes2936 Před 3 měsíci

    thx

  • @tobih601
    @tobih601 Před 3 lety

    Thank you so much.

  • @pachanzotto6597
    @pachanzotto6597 Před 3 lety

    Is this tutorial can be use to another unity version? I use 2019.2 but my project just have black screen when opened from oculus quest nothing sound appear from my apk project. Please help meee T.T

  • @wikramabbas909
    @wikramabbas909 Před 11 měsíci

    oculus desktop app is not available on mac, so how can we do it ?

  • @ludo6314
    @ludo6314 Před 3 lety +1

    i got a silly question, does this work also for quest 2 ?

    • @GameDevBill
      @GameDevBill  Před 3 lety

      Not a silly question!
      As best as i can tell from talking to others, the same steps work for Quest 2, but as I don't yet have one, i can't say for sure.

  • @finesse4097
    @finesse4097 Před 2 lety

    Can't find Room scale XR

  • @Zhurak
    @Zhurak Před 3 lety

    The headset is working kinda, but the whole scene is moving in my headset not the camera. Like there are a few object in front of my camera in the scene and when I move my head they track with me, so Im not ablve to look aroudn the room. I just see the same fixed camera angle the whole time in VR. any idea how to fix this?

    • @GameDevBill
      @GameDevBill  Před 3 lety

      Another commenter had this issue too. They were using XR Interaction Toolkit version 0.10.0. When they downgraded to 0.9.4 it worked. This is the version I'm using in the video.
      If you are not using XR Interaction toolkit at all then likely it's the camera setup that's not quite right. I'm not sure exactly magic XRI does to link head movement to camera movement.

  • @kamillatocha
    @kamillatocha Před 2 lety

    can i use my hands in unity or just controllers ?
    i did set the prefab to be hands only

    • @kamillatocha
      @kamillatocha Před 2 lety

      k never mind got hands to work inside unity

  • @ulthien
    @ulthien Před 3 lety

    I am missing a crucial piece of info (seems it is not in the video): how do you turn the LINK on - in which software, what switch?
    My Oculus is connected usually vie SideQuest so i think the USB driveers are "different". I.e. i can download over SideQuest via this same cable, but no mojo happens as it should for Unity Editor - Oculus Quest ruun hmhmh

    • @GameDevBill
      @GameDevBill  Před 3 lety +2

      If you have the right hardware (right computer specs and cable), and you have the Oculus desktop app installed on your PC, then all you do is plug the headset in. Once it's plugged in, there will be a menu that pops up in the quest asking if you want to enable link.
      If you click enable, it'll launch the Oculus software on your desktop, and switch the view inside the quest from the normal home screen to the Rift home screen. Then you are in Link mode. For this step, Unity can be open or closed, it isn't part of things yet.

  • @UnofficialEngineering
    @UnofficialEngineering Před 3 lety +1

    Bummer.. only available with Windows.

    • @GameDevBill
      @GameDevBill  Před 3 lety

      yeah. needs to be "rift vr ready", which is windows only for now

  • @CCV334
    @CCV334 Před 3 lety

    I had to close the Unity Editor and Unity Hub then relaunch both and I got Play Mode working

    • @GameDevBill
      @GameDevBill  Před 3 lety +1

      weird, but not shocking that something was acting a little funny. Glad it's working!

  • @nilsgundlach6467
    @nilsgundlach6467 Před 3 lety

    when i put on my quest 2, i only see the normal oculus menu and not the unity build. do i have to change something? i enabled developer mode, got my link cable connected.

    • @GameDevBill
      @GameDevBill  Před 3 lety +1

      If you see the normal quest menu then you aren't in link mode. Before doing anything with Unity, you can test Link. To do so, put the Quest on, plug it in, and then in the main menu see if you can find "Oculus Link". Unfortunately where this button has changed over time. It's been just in the main toolbar, or in the settings page, or maybe other places as well. So I'm not sure where it is.
      Regardless, once you are in Link mode, you won't see the quest home screen when putting the headset on. Instead you'll see the Rift home screen. You need to be in the Rift home screen before Unity play mode will work through link.

  • @rosadiaz5426
    @rosadiaz5426 Před 3 lety

    Hi Bill, Do you know if I'll be able to use Android plugins in the Unity Editor using quest link ? My current graphics card isn't compatible with Quest link so wanted to double check before getting a new graphics card. Thank you so much for your help!

    • @GameDevBill
      @GameDevBill  Před 3 lety

      That may depend on what Android plugin you are talking about. If it has Android specific APIs, the answer may be "no". When doing Quest Link, what's actually happening is that the desktop Oculus software is pretending your Quest is a Rift. Rift's are not Android apps, but would run Windows Standalone games. I believe you can do Quest Link in play mode with your editor set to either Android or Standalone, but I'm not sure it'll actually honor all the Android stuff even when in Android mode.
      So I guess the short answer is "I don't know", and likely "it probably will for most, but perhaps not for all"

    • @rosadiaz5426
      @rosadiaz5426 Před 3 lety

      @@GameDevBill Thank you so much for your reply !

  • @xParkourGAM1NGx
    @xParkourGAM1NGx Před 2 lety

    Does this work on MacOS?

  • @v1oIetz
    @v1oIetz Před rokem +1

    all i get is a nice black screen

  • @mukul939
    @mukul939 Před 3 lety

    will work in unity PC build ( Oculus Quest Link )

    • @GameDevBill
      @GameDevBill  Před 3 lety

      It'll only work on PCs that are "vr ready"

  • @JMcad
    @JMcad Před 3 lety

    Where do we find Oculus XR Plugin and XR Interaction? I can't find them on the asset store.

    • @astrahcat1212
      @astrahcat1212 Před 3 lety +2

      You go into Project Settings - > Package Manager and checkmark 'Enable Pre-release Packages', then go back to the package manager and it'l be there.

    • @GameDevBill
      @GameDevBill  Před 3 lety

      thanks for clarifying for me!!

  • @parsec3d
    @parsec3d Před 3 lety

    As soon as I hit play I get the camera view on the headset but no tracking the view is fixed to the headset... any hints?

    • @GameDevBill
      @GameDevBill  Před 3 lety

      so, the visual works inside the headset, but is frozen? Is it also frozen inside Unity? And can the game still play (meaning, if some game object moved in the scene, could you see it moving inside the headset?)
      I've seen complete freezes when playing Half-Life Alyx over Link. The computer just got overloaded. If it's a complete freeze, then it may be that the computer can't handle it.
      If it's only a loss of input tracking (but the rendering still happens), then it's likely something weird with the USB flow.
      Have you tried just playing a game over Link? Like getting the Rift version of Quill on your computer and playing it? That'll validate if the computer/headset linkage is solid or not.

    • @parsec3d
      @parsec3d Před 3 lety

      @@GameDevBill just tested adding an animated object, and it is not frozen also the quest is not frozen either, I can see the guardian and I can open the link menu, but the camera in unity is not getting tracking from the headset, so it is like having a picture fixed to my face :(

    • @parsec3d
      @parsec3d Před 3 lety

      @@GameDevBill Downgraded t0 XR Interaction .0.9.4 and it Works!! was ussing . .0.10.0

    • @GameDevBill
      @GameDevBill  Před 3 lety +1

      Interesting. I just checked, and I've been using 0.9.4! I'll give 0.10.0 a try post-holidays to see what I can see.

  • @tonydinh3766
    @tonydinh3766 Před 3 lety

    Are you sure this isn't the PC version running through Link instead of the Android version running on the Quest?

    • @GameDevBill
      @GameDevBill  Před 3 lety

      No matter what, if you are in play mode, running on Link, then the work is being done on the computer, and transmitted via USB to the headset. If your editor is set to Windows or Android shouldn't matter unless you have some code that checks android vs windows. If you build the player, and run it, then it can matter. Likely you could get either android (on quest) or windows (quest link) to work as a standalone player. Though I've never tried to build a stand alone game and run it on Link.

  • @armandecourtot4409
    @armandecourtot4409 Před 3 lety

    When I hit play on unity, my oculus loads into a blank dark space, can't do anything. It has worked on the rift s home page before, I played blade and sorcery so i don't think its that,.

    • @zyr5394
      @zyr5394 Před 3 lety

      I do have the same problem, can't find how to fix it. Did you find it out?

    • @armandecourtot4409
      @armandecourtot4409 Před 3 lety

      @@zyr5394 yes, make sure you go to asset store and download/import “oculus integration” that fixed my issue no problem.

    • @zyr5394
      @zyr5394 Před 3 lety

      Aight, i should have already done it iirc, but i'll check again, thanks :)

    • @GameDevBill
      @GameDevBill  Před 3 lety

      Sounds like it's all worked out now, but let me know if it isn't.

  • @jokesunlanded6207
    @jokesunlanded6207 Před 3 lety

    Will this work on a USB 2.0 Connection?

    • @GameDevBill
      @GameDevBill  Před 3 lety

      the short answer is "I'm not sure, but probably not". Officially USB3.0 is not listed as a requirement for Link, but it is for the RiftS. In addition, the cable has to be 3.0 compliant I believe, which is why the cable that comes with a Quest is not good enough (to my knowledge).
      But I have a bigger reason than 2.0's ability to guess this won't work - the question of why your computer has a 2.0 port at all. Generally speaking, you need a relatively new computer, that has one of only a few kinds of graphics cards AND has the graphics cards hooked up the right way on the motherboard to be "vr ready" (some laptops are not "vr ready" despite having the right card).
      From what I've seen, if your computer is new enough to have the required graphics card, then it's new enough to have usb 3.0 ports. And if your computer has both 3.0 and 2.0 ports, I'd imagine the way those 2.0 ports are wired through the motherboard would limit bandwidth to the point that this would not work.
      Your mileage may vary, but this is my impression.

    • @Break.
      @Break. Před 3 lety

      Yes I believe it now does

  • @XboxPlayerPL
    @XboxPlayerPL Před rokem

    it doesnt work for me....

  • @maxderheld
    @maxderheld Před 2 lety

    So basically you develop with Windows as build target and once everything works fine you simply change the target to be Android. Nice move!

  • @ploppyploppy
    @ploppyploppy Před 3 lety

    ...and then when you build it to the Quest you find that it looked great when your PC was doing the work but on your Quest all your lighting is messed up, models jitter when you move, and everything runs like an asthmatic hippo :) Welcome to game developing for a potato.

    • @GameDevBill
      @GameDevBill  Před 3 lety +1

      Lol. Yeah, I probably should have warned that performance is significantly better in link than on device. Good point. I'll update the description soon to mention that.