BRANCH: QUEST CLIENT USING OCULUS INSTRUCTIONS FROM HERE:
https://developer.oculus.com/documentation/native/android/mobile-build-run-hello-xr-app/
QUEST PRO EYE TRACKING sample on PC VR via Link / AirLink (enable Dev mode + eye-tracking sliders in Oculus PC app):
NB This same exact code should work on Quest Pro standalone mode, but I didn't add the request permissions Java code for eye-tracking (which needs to be accepted for it to work). There is no java code in this project so it will probably have to be done via JNI / Android Native somehow. I'll try to add that soon.
Body tracking extension works fine on Standalone but gives a runtime error on PC via Link.
I also implemented waist-oriented locomotion, where available. This works on Quest 1, 2, and Pro, both on Android and Link/AirLink on PC.
I posted a hello_xr.exe test app and an OpenGL ES / Vulkan pre-built APK for SideLoading / ADB pushing to try it out quickly.
NB: On standalone builds, you need to run this ADB command to enable experimental features:
adb shell setprop debug.oculus.experimentalEnabled 1
See:
https://developer.oculus.com/documentation/native/android/mobile-experimental-features/
STANDALONE TEST BUILD with SNAP TURN ENABLED: https://github.com/BattleAxeVR/OpenXR-SDK-Source/blob/main/hello_xr-Vulkan-release.apk
PC VR TEST BUILD with SNAP TURN ENABLED: https://github.com/BattleAxeVR/OpenXR-SDK-Source/blob/main/hello_xr.exe
UPDATE: Support for HTC Vive Ultimate trackers (and presumably older HTC Trackers) has been added, for the waist to use for waist-oriented locomotion. It works VERY well, very responsive to body movements.
Video is here:
https://twitter.com/BattleAxeVR/status/1757592442923032595
Another video of 5 VUTs all running at the same time is here: