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.
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
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
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: ruclips.net/video/kz33-7z_fM4/видео.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.
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??
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
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...
@@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!
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.
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.
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.
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
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!
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.
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
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.
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.
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.
Man without you my job would be so difficult
Yep
what’s ur job?
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 !
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
way better than the actual unity tutorial lol thank you
This video saved my many hours. Thank you!
Thank you, first tutorial that works.
Full of useful information and a well rounded tutorial for starting a VR game in Unity. Thanks!
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
so clear and well done, also a lifesaver for my project semester!!
very good tutorial. Worked flawlessly for me. Keep up the great work! you have earned +1 like
Glad it helped!
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!
This helped me so much, worked a treat
Awesome tutorial, just what I needed to get started
4:45 when you say check the android box there’s no android box for me. HELP
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
It's so awesome! Tks for your tutorial
You're welcome 😊
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: ruclips.net/video/kz33-7z_fM4/видео.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.
Super helpful! I was stuck on something, and this video really helped me out. Thanks a lot
Glad it helped!
Very helpful. Thank you for this video!
Worked for me on first try, thanks
I❤U - ive wasted so much time trying to get this working by following wrong instructions. Thankyou!
Very nice tutorial I found a lot of tutorial video only this let me successful in Unity thanks
Thank you so much. 100% helpfull
thanks you so much for the tutorial , save my semester lol
Thank you, this tutorial will help me so much !
This is beautiful. Thank you so much :)
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!
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??
I followed everything you did and the headset still doesn’t move in the Game tab
Awsome as usual Luce ;)
This is beautiful thank you so much
You're welcome 😊
Why do you choose WINDOWS tab instead of ANDROID tab @ 5:17?
thank you so much brother
Great tutorial, thanks! Does anything change for Unity 2023 release?
Not that I know of.
A great tutorial, even though it was setup for quest 2 I could set it up for my Rift!
Fantastic !!! And if I want to move in the scene ? Thanks
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.
Thank you for this tutorial! it is the First one that actually works!👏👏👏
Glad it helped!
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...
can someone explain why i can control my camera but it is just black in the headset, thanks
thank you it works
You're welcome!
the part where you need to put in the controller model it dosnt let me do it PLEASE RESPOND ASAP
Beautiful tutorial, thanks a lot
Great Tutorial! Can anyone point me in a direction for setting up the button/trigger/joystick animations on the quest controller?
Very good guide - helped a lot. Thank you!
Glad it helped!
keep doing these tutorials. Well done
Great video.
Thanks!
@@meetras You’re very welcome. You are one of the few RUclipsr 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
You're awesome. Thanks.
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?
Amazing - thank you
Thank you too!
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.
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?
nice video!! thanks🎉
The presets seem to be missing. What are the settings that have to be used?
I've been having this issue where the presets aren't there
the quest link stuck on black screen with gtx 1650, anyone has a solution?
Is it possible to connect the oculus quest 2 with a USB cable tk pc?
Genius!
does this work with virtual desktop instead of airlink/cable?
Thanks a lot! May I ask how can I save the real-time controller data(location and rotation)?
Hey, given that I've completed all you have shown in this video. How do I then include joystick movement?
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.
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
Where is the link to the oculus download page
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 usb test somehow doesnt show up under setup and settings
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
Does this work for quest 3
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
I keep getting unable to start Oculus XR Plugin message in console...
Did you ever fix this?
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.
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?
my gpu is too bad to use the oculus app
I don't Have Lefthand Controller and Righthand Controller
What do you cheawing?
when i go to add the file from the meta app it wont let me transfer it over to unity
Same
brilliant thanks.....can you do one for input controls? got everything working but have no forward back etc
thank you so much. wait are you telling me i dont need MQDH -.-
Has anyone tried with Quest 3? Pls
i dont have android logo
I can’t get my oculus to connect
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
😀😀😀😀😀😀😀😁😁😁🤣🤣🤣😂😂😂🤯
hello. testing
Set it up wrong due to google fml I staysd up all fucking night 😢