Unity-Technologies / XR-Interaction-Toolkit-Examples

This repository contains various examples to use with the XR Interaction Toolkit
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Support for Oculus Quest #7

Open mgrider opened 4 years ago

mgrider commented 4 years ago

I built the VR project for Oculus Quest, and built it and ran it on the device. The scene geometry appeared too small, and there were some issues with the the raycast Line Renderers showing all the time, rather than just when a button was pressed.

This was on a Mac, running Unity 2019.3.0f3.

This could certainly have been something I was doing (or had configured) wrong, although I have built other projects for the Quest successfully. Note that I have also ran the project on a Windows box from the editor without issue.

IanMcCabe commented 4 years ago

I am also building this project for Oculus Quest. When I build and run it, only the left eye is being rendered. it seems like it's treating it as stereo or something. Other than that it seems to be interacting correctly.

PC - Unity 2019.3.0f5 Using Univerval Rendering Pipline and XR Plugin Management with Oculus Loader.

@MattDalby what do you mean by "If using VR, Make sure Game view has focus (required for XR Input currently)"?

hash280689 commented 4 years ago

I am also building this project for Oculus Quest. When I build and run it, only the left eye is being rendered. it seems like it's treating it as stereo or something. Other than that it seems to be interacting correctly.

PC - Unity 2019.3.0f5 Using Univerval Rendering Pipline and XR Plugin Management with Oculus Loader.

@MattDalby what do you mean by "If using VR, Make sure Game view has focus (required for XR Input currently)"?

Have you tried switching from Multi Pass to Single Pass under XR Settings? It's not the best solution but it's a stop-gap to ensure rendering happens in both eyes when using URP

IanMcCabe commented 4 years ago

I am also building this project for Oculus Quest. When I build and run it, only the left eye is being rendered. it seems like it's treating it as stereo or something. Other than that it seems to be interacting correctly. PC - Unity 2019.3.0f5 Using Univerval Rendering Pipline and XR Plugin Management with Oculus Loader. @MattDalby what do you mean by "If using VR, Make sure Game view has focus (required for XR Input currently)"?

Have you tried switching from Multi Pass to Single Pass under XR Settings? It's not the best solution but it's a stop-gap to ensure rendering happens in both eyes when using URP

Looks like the "XR Settings" aren't available when "XR Management Settings" are already being used. I instead just created a new project with the "3D" rendering pipeline. That seemed to do the trick and I was able to build and run on My Oculus Quest.

For @mgrider :

Corysia commented 4 years ago

I am also building this project for Oculus Quest. When I build and run it, only the left eye is being rendered. it seems like it's treating it as stereo or something. Other than that it seems to be interacting correctly.

PC - Unity 2019.3.0f5 Using Univerval Rendering Pipline and XR Plugin Management with Oculus Loader.

@MattDalby what do you mean by "If using VR, Make sure Game view has focus (required for XR Input currently)"?

Multi-view is one thing you have to set. The other is to be sure you remove Vulkan. I had the same issue and that solved it.

TashaSkyUp commented 4 years ago

I now know why it seems like when new indie games are released they are still using old technology... they keep promising new technologies but they don't make them all compatible with each other until its to late in our development and we are stuck using old apis.

Oh well time to downgrade to 2019.2 so I can have complete compatibility. Gonna ditch the XR too until its compatible with everything.