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?
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
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.
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.
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.
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!
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!
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.
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 ^^
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?
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 :)
@@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.
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!
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?
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!
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
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.
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?
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!
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!
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!!
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?
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
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
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
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
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.
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?
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.
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
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.
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.
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.
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!
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"
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.
@@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 :(
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.
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,.
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.
...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.
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.
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?
thx
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
i fucking love you
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.
THANK YOU, I've been trying to solve this for two weeks.
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.
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.
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!
Awesome, I'm so glad to hear you got this working for you :)
Really works.
Took me few hours to try various versions and setups before this video
Glad you got it working!
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!
I appreciate the kind words! Thanks for commenting :)
Why so many dots?
Anyone still having trouble connecting must now click the OpenXR Runtime button in the General section of the Oculus app.
Ya me it won’t connect
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.
Dont work for me. Camera in editor moves, but in Quest 2 there is just black screen
Same problem. did you find a solution?
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
happy this got worked out!
need to add unity in the oculus app?
Thanks man
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 ^^
Really helpful video, thank you!
Thank you and have a great day.
Thank you too :)
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 ?
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?
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 :)
@@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.
@@GameDevBill that's an good answer buddy!
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!
good tips!
This is awesome! Very helpful! Thank you!
Does it mean this not work on mac? because we have only oculus link exe for PC?
Right, Oculus Link requires a computer that could drive an Oculus Rift if you had one. And AFAIK only PCs can drive a Rift.
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.
so i cant get into unity using airlink? cables are mandatory?
trying since an hour, doesn't work
can you connect with wifi instead of cable? like tcpip port, then connect? is it works?
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.
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?
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!
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.
Thanks so much for sharing this
You are so welcome
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
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.
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?
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!
Are you using macbook
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!
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!!
Thanks for this video! I can't find the room scale XR rig prefab that you loaded. Any tips?
Does the Oculus Quest Link also work with Mac?
Does this work with Air Link too?
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?
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
Thank you, I will try this later :) New sub here for sure ^^
Much thanks :)
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
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
Looks like it's doesn't work on macOS Catalina 10.15 but anyway thanks
Right, Quest Link is PC only. The link to the system requirements is in the description. Sorry it couldn't work for you!
thx
Thank you so much.
Glad you liked it 🙂
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
oculus desktop app is not available on mac, so how can we do it ?
i got a silly question, does this work also for quest 2 ?
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.
Can't find Room scale XR
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?
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.
can i use my hands in unity or just controllers ?
i did set the prefab to be hands only
k never mind got hands to work inside unity
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
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.
Bummer.. only available with Windows.
yeah. needs to be "rift vr ready", which is windows only for now
I had to close the Unity Editor and Unity Hub then relaunch both and I got Play Mode working
weird, but not shocking that something was acting a little funny. Glad it's working!
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.
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.
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!
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"
@@GameDevBill Thank you so much for your reply !
Does this work on MacOS?
all i get is a nice black screen
will work in unity PC build ( Oculus Quest Link )
It'll only work on PCs that are "vr ready"
Where do we find Oculus XR Plugin and XR Interaction? I can't find them on the asset store.
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.
thanks for clarifying for me!!
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?
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.
@@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 :(
@@GameDevBill Downgraded t0 XR Interaction .0.9.4 and it Works!! was ussing . .0.10.0
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.
Are you sure this isn't the PC version running through Link instead of the Android version running on the Quest?
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.
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,.
I do have the same problem, can't find how to fix it. Did you find it out?
@@zyr5394 yes, make sure you go to asset store and download/import “oculus integration” that fixed my issue no problem.
Aight, i should have already done it iirc, but i'll check again, thanks :)
Sounds like it's all worked out now, but let me know if it isn't.
Will this work on a USB 2.0 Connection?
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.
Yes I believe it now does
it doesnt work for me....
it only works when i do through air link...
@@XboxPlayerPLhow did you get that to work
So basically you develop with Windows as build target and once everything works fine you simply change the target to be Android. Nice move!
...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.
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.