How To Setup VR Development in Unity 2022.2 with a Quest 2 (XR Interaction Toolkit 2.1)
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- čas přidán 8. 01. 2023
- 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/gb/quest/setup/?...
Oculus Controllers Download: developer.oculus.com/download...
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.
and further still, I recommend setting it to OpenXR default as well... wouldn't pick up the headset otherwise
Thank you so much. That helps.🥺
thank you so much it took me 3 weeks to figure that out and this coment helped
Thank god for this comment, also you may have to allow unknown sources, which should be just above the OpenXR setting in the general tab
Thank you
MATE, you're saving my final semester project, thanks. You're the best.
lol it’s my final semester project too
You're awesome!! This was so helpful to me just trying to figure out some basics. Cant wait to get more in depth with my VR development. Thanks a ton!
i was wonder why my touch controller cant move ,and i find this , i didnt set controller preset for both hand , u save my day ,much thanks ,liked it !
Awesome tutorial, just what I needed to get started
Man without you my job would be so difficult
Yep
what’s ur job?
Thank you, first tutorial that works.
God damn after following 3 tutorials that just broke Unity THIS is what i needed , thx so much i can finally get started with VR stuff lol
This video saved my many hours. Thank you!
This is beautiful. Thank you so much :)
This helped me so much, worked a treat
so clear and well done, also a lifesaver for my project semester!!
Thank you, this tutorial will help me so much !
very good tutorial. Worked flawlessly for me. Keep up the great work! you have earned +1 like
Glad it helped!
Worked for me on first try, thanks
Very nice tutorial I found a lot of tutorial video only this let me successful in Unity thanks
Awsome as usual Luce ;)
Beautiful tutorial, thanks a lot
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
This is beautiful thank you so much
You're welcome 😊
Thank you so much. 100% helpfull
thanks you so much for the tutorial , save my semester lol
It's so awesome! Tks for your tutorial
You're welcome 😊
thank you so much brother
way better than the actual unity tutorial lol thank you
nice video!! thanks🎉
Very good guide - helped a lot. Thank you!
Glad it helped!
You're awesome. Thanks.
Thank you for this tutorial! it is the First one that actually works!👏👏👏
Glad it helped!
I❤U - ive wasted so much time trying to get this working by following wrong instructions. Thankyou!
Amazing - thank you
Thank you too!
thank you it works
You're welcome!
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
Genius!
Fantastic !!! And if I want to move in the scene ? Thanks
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...
keep doing these tutorials. Well done
Thanks a lot! May I ask how can I save the real-time controller data(location and rotation)?
Tip: if the android settings doesn’t show click file in the top left corner and build settings and install android from unity hub
Thank you!
Great video.
Thanks!
@@meetras You’re very welcome. You are one of the few CZcamsr who has made it clear to setup Oculus for Development
@@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!
@@meetras Looking forward to seeing more
Hey, given that I've completed all you have shown in this video. How do I then include joystick movement?
A great tutorial, even though it was setup for quest 2 I could set it up for my Rift!
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
Great tutorial, thanks! Does anything change for Unity 2023 release?
Not that I know of.
I followed everything you did and the headset still doesn’t move in the Game tab
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!
The presets seem to be missing. What are the settings that have to be used?
Is it possible to connect the oculus quest 2 with a USB cable tk pc?
Where is the link to the oculus download page
So when I got to preferences it doesnt show up. My Unity also doesnt restart after i install the plugins. What am i doing wrong?
the usb test somehow doesnt show up under setup and settings
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??
Why do you choose WINDOWS tab instead of ANDROID tab @ 5:17?
does this work with virtual desktop instead of airlink/cable?
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
In the package manager for the XR Interaction Toolkit you need to import the sample assets.
the quest link stuck on black screen with gtx 1650, anyone has a solution?
I've been having this issue where the presets aren't there
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.
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.
@@meetras I hope you can create a solution and looking forward to it already. Thanks
4:45 when you say check the android box there’s no android box for me. HELP
brilliant thanks.....can you do one for input controls? got everything working but have no forward back etc
my gpu is too bad to use the oculus app
What do you cheawing?
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.
I don't Have Lefthand Controller and Righthand Controller
For some reason only the left controller works when running the game. Any idea what may be happening with the right controller?
On the right hand XR Controller have you applied the right hand preset from the interaction toolkits sample assets?
Hi in the camera offset I have only main camera there is no left and right quest
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.
i dont have android logo
Has anyone tried with Quest 3? Pls
thank you so much. wait are you telling me i dont need MQDH -.-
I can’t get my oculus to connect
For some reason it wont track my oculus rift s controllers even though I set everything up the way you did
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.
@@meetras i have same issue and i made every step from your directions, and my quest 2 controllers still not working in game ((
But i have unity ver. 2022.2.17* and XRI Toolkit ver. 2.3.1 .. maybe this is important.. Does anyone fixed it?
when i go to add the file from the meta app it wont let me transfer it over to unity
Same
I keep getting unable to start Oculus XR Plugin message in console...
Did you ever fix this?
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: czcams.com/video/kz33-7z_fM4/video.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.
hello. testing
when installing unity, will we need both openjdk and android sdk and ndk tools as shown in the unity hub installer for developing for the quest 2?
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.
i made a game for vr
😀😀😀😀😀😀😀😁😁😁🤣🤣🤣😂😂😂🤯
Set it up wrong due to google fml I staysd up all fucking night 😢
I know its probably a silly question, but do I need a physical quest 2 to start developing a game for it?
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