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Question: How to use Oculus Quest with Unity 2020 ?
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 ?
Unity XR ?
- 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
- 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
Recover Input
Hand Tracking
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
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