Note: Unfortunately, Macs don’t have VR support at the time of writing.Once youve confirmed these requirements, you can begin using your Quest with Link. Then, press play in Unity, put your headset on and immerse yourself in the virtual world you created. Navigate to Settings > General, and make sure Unknown Sources is allowed. Then, go to the Oculus app on a VR enabled computer.4.Virtual reality is incredibly immersive and a blast to play with. Plug your USB 3 cable into a USB 3.0 port on your PC, and then plug the other end into your headset. Turn on your Quest 2 or Quest.For me, my goal was to get something running as quickly as possible. There are lots of articles on Unity versus Unreal Engine versus building your own engine entirely from scratch using Oculus Native support. There are many freely available game engines but the most popular are Unity and Unreal Engine. Of course, the moment I put it on, I immediately wanted to make my own games and got started with Unity Unity is a game engine that makes it easier to build a fully functioning game (including physics, collisions, rendering, and much more) that works on multiple platforms.
If you want to place the game on the device without being tethered to a computer, you will need to do a build.If you are using Windows, you are in luck: many of the tutorials and videos you’ll find assume you’re working on Windows. Assuming that your Quest is properly connected, you should see the app running on the device. You can do a Build & Run in Unity. Mac versus WindowsTesting the App on an Oculus Quest or Go There are several ways to test your app on the quest. Getting startedDevelop VR apps with ease. This post will try to focus on what works in both environments. Because of this you’ll usually want to start with tutorials that are specific to the Mac and adjust. Oculus doesn’t make a version of it’s Oculus Desktop app (or libraries) available on MacOS. Can You Develop Unity App For Oculus Rift On A Software Development KitLuckily this is easy to manage using Unity Hub. Because of this it is very common to have multiple versions of Unity installed (for different projects). Unity is constantly releasing new versions and new features. OZO Player software development kit (SDK) enables developers to quickly and eciently add VR and mixed reality playback to their apps across major viewing platforms and devices, including Oculus Rift, HTC Vive,We’ll be using Unity to develop our game. If you’re not sure if you’ll need something, you can always add modules later. Select the Android Build Support option (and all sub-options):I also select Mac Build Support and Documentation. Choose a version and click the “NEXT” button.When building a game for Oculus Quest (which uses a custom Android operating system internally), you’ll need to use a version of Unity with Android Support and OpenJDK. Even though the LTS (long term support) versions are guaranteed to receive updates they won’t necessarily have all of the newest features. But even if you only plan to use one version of Unity forever, Unity Hub is still extremely useful for configuring your installation.Once you have installed Unity Hub, you’ll need to install a version of Unity.I generally try to install the latest Official Release. Create a new project with the Universal Render Pipeline selected:The project should open and have a default scene in it. Setting up a basic projectIn Unity Hub, click on Projects on the left, then click on the New button. The installation should take a few minutes. Mac cleaner app reviewIf you want to use this default construction scene that is okay (and in some cases more interesting) - it simply takes longer to build the scene and recompile. To change the layout click on the Window menu, click Layouts then choose Tall. I tend to prefer this layout but you can choose whatever layout you want. XR is short for "cross-reality" - and is the abbreviation for games and projects that support both VR (virtual-reality) and AR (augmented-reality). Once open, change the packages filter to Unity Registry:Find the XR Interaction Toolkit Wait - what is "XR". Select Package Manager on the left then check the Enable Preview Packages checkbox:You may see a warning that the packages are “not ready for production.” Click “I understand”:Open the Package Manager by clicking on the Window menu and choosing Package Manager. Open the Edit menu and choose Project Settings. To do this we’ll need to enable preview packages in the Project Settings. Select the Android tab:Check the Open XR box. Select XR Plugin Management on the left.Click, Install XR Plugin Management (note: depending on your version of Unity this step might already be completed and you can skip it).Once loaded, you’ll see a list of tabs including a desktop tab and an Android tab (the small robot icon). Open the Samples sub-menu in the package and import the Default Input Actions and the XR Device Simulator.Find the OpenXR Plugin package, select it, and click install:Install the Android Logcat plugin as well:Open the Edit menu and choose Project Settings. This is because of problems with how the android-manifest.xml is constructed. The game will be running in a small window on the Quest (and in some cases will appear completely black). Even if we could get this to work we would run into another OpenXR problem when running our game on the Oculus Quest At the time of this writing if you you attempt to run an OpenXR game on the Oculus Quest it won't look right. Click it:If you are working on a Mac you should still see an error and at least one warning:Perhaps you are reading this at a time where this error has been solved, but for now it is blocking. This XR Rig components contain everything we need to enter into virtual-reality as a player.Select the main XR Rig object and then set the Tracking Origin Mode to Device in the Inspector.Then click Add Component and select Input Action Manager:Back in the Samples folder, drag the XRI Default Input Actions object onto the Input Action Manager object’s Action Assets list (drop it onto the Action Assets title).We’ve created enough for our player to put on their headset and be in the world - but we haven’t actually created anything for them to see. It also contains objects that track the positions of the left and right controllers. The XR Rig contains prebuilt objects for tracking the position and direction of the VR headset (attached to the new sub-object called Main Camera). In Unity we’ll create a camera that tracks your head position and update the rendered view accordingly.In the Hierarchy tab create a new empty object called Controller (to do this, right click on the Game node, select GameObject from the menu and choose Create Empty then name the newly created object Controller):Within that object, right click and create a new XR Rig (Action Based) object.When you do this it will automatically remove the Main Camera object from the Hierarchy.
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