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Question: How to use Oculus Quest with Unity 2020 ?

Open EloiStree opened this issue 4 years ago • 2 comments

Once again, the way of using Virtual Reality has change ^^. Man... I love when they do that.

So here, we go. How can we use VR in the new way of Unity 2020 ?

EloiStree avatar May 11 '20 13:05 EloiStree

Unity XR ?

image

  • Manual: https://docs.unity3d.com/Manual/XRPluginArchitecture.html
  • Configure project: https://docs.unity3d.com/Manual/configuring-project-for-xr.html

As of 2019.3, Unity officially supports these platforms for XR:

  • ARKit
  • ARCore
  • Microsoft HoloLens
  • Windows Mixed Reality
  • Magic Leap
  • Oculus
  • PlayStation VR

Manual Oculus XR: https://docs.unity3d.com/Packages/[email protected]/manual/index.html

Good video about it

Dilmer Valecillos

Youtube Video

  • XR Interaction Toolkit https://youtu.be/Hnoad3DM_pA?t=127
    • Add Room Scale: https://youtu.be/Hnoad3DM_pA?t=381
    • Add Locomotion & Teleportation: https://youtu.be/Hnoad3DM_pA?t=485

Valem

Youtube Video

Recover Input

Hand Tracking

Youtube Video XRNode xrNode = XRNode.LeftHand;

  • LeftEye
  • RightEye
  • CenterEye
  • Head
  • LeftHand
  • RightHand
  • GameController
  • TrackingReference
  • HardwareTracker

UnityEngine.XR.CommonUsages

  • bool> isTracked;
  • Vector3> centerEyeAngularVelocity;
  • Vector3> colorCameraVelocity;
  • Vector3> colorCameraAngularVelocity;
  • Vector3> deviceAcceleration;
  • Vector3> deviceAngularAcceleration;
  • Vector3> leftEyeAcceleration;
  • Vector3> leftEyeAngularAcceleration;
  • Vector3> rightEyeAcceleration;
  • Vector3> rightEyeAngularAcceleration;
  • Vector3> centerEyeAcceleration;
  • Vector3> centerEyeAngularAcceleration;
  • Vector3> colorCameraAcceleration;
  • Vector3> centerEyeVelocity;
  • Vector3> colorCameraAngularAcceleration;
  • Quaternion> leftEyeRotation;
  • Quaternion> rightEyeRotation;
  • Quaternion> centerEyeRotation;
  • Quaternion> colorCameraRotation;
  • Hand> handData;
  • Eyes> eyesData;
  • Vector2> dPad;
  • float> indexFinger;
  • float> middleFinger;
  • float> ringFinger;
  • float> pinkyFinger;
  • bool> thumbrest;
  • Quaternion> deviceRotation;
  • float> indexTouch;
  • Vector3> rightEyeAngularVelocity;
  • Vector3> leftEyeAngularVelocity;
  • bool> primaryButton;
  • bool> primaryTouch;
  • bool> secondaryButton;
  • bool> secondaryTouch;
  • bool> gripButton;
  • bool> triggerButton;
  • bool> menuButton;
  • bool> primary2DAxisClick;
  • bool> primary2DAxisTouch;
  • bool> secondary2DAxisClick;
  • bool> secondary2DAxisTouch;
  • bool> userPresence;
  • Vector3> rightEyeVelocity;
  • InputTrackingState> trackingState;
  • float> trigger;
  • float> grip;
  • Vector2> primary2DAxis;
  • Vector2> secondary2DAxis;
  • Vector3> devicePosition;
  • Vector3> leftEyePosition;
  • Vector3> rightEyePosition;
  • Vector3> centerEyePosition;
  • Vector3> colorCameraPosition;
  • Vector3> deviceVelocity;
  • Vector3> deviceAngularVelocity;
  • Vector3> leftEyeVelocity;
  • float> batteryLevel;
  • float> thumbTouch;

For Magic Leap and Leap Motion

  • https://www.youtube.com/channel/UCHM37DnT_QGJT5Zyl4EmqcA/search?query=hand

Honorable mention

EloiStree avatar May 11 '20 13:05 EloiStree

Does Unity XR 2020 support Cardboard and Gear VR ?

Gear VR

  • Gear VR and Cardboard are maybe supported in the future but considered as last of last priority https://www.etr.fr/actualite/7353-le-moteur-graphique-unity-version-2019-3-propose-un-nouveau-plugin-vr-mais-s-ecarte-du-gear-vr-google-vr-et-d-openvr.html

Cardboard

  • Old Way https://developers.google.com/vr/develop/unity/get-started-android Unity 2019: Youtube Video
  • Download GVR SDK: https://youtu.be/qZzhXHqXM-g?t=85
  • Set XR to cardboard: https://youtu.be/qZzhXHqXM-g?t=131
  • Remove Vulkan and set other. Youtube Video

EloiStree avatar May 11 '20 14:05 EloiStree