Unity-Movement is a package that uses OpenXR’s tracking layer APIs to expose Meta Quest Pro’s Body Tracking (BT), Eye Tracking (ET), and Face Tracking (FT) capabilities. With this package, developers can leverage tracking to populate VR environments with custom avatars that bring the expressiveness of users into the virtual environments that they create.
The Unity-Movement package is released under the Oculus License. The MIT License applies to only certain, clearly marked documents. If an individual file does not indicate which license it is subject to, then the Oculus License applies.
First, ensure that all of the requirements are met.
Then, bring this package into the project.
The sample scenes are located under the Samples/Scenes folder.
If the new scene or an existing scene doesn’t have a GameObject with the OVRCameraRig component, follow the steps:
Layer index 10, layer index 11, and the HiddenMesh layer must be present in the project for RecalculateNormals to work correctly.
Some Project Settings can be validated via Movement->Check Project Settings. For a more thorough check, please use Oculus->Tools->Project Setup Tool.
Navigate to your Project Settings (Edit->Project Settings...) and click on the "Quality" section. If your project uses URP, then some of these settings might be part the rendering pipeline asset currently in use. The pipeline picked will be shown in the Quality menu.
The following settings are recommended:
The project contains several sample scenes. To test the samples, they must be imported into the project's Assets folder:
For more information about body tracking, please refer to this page.
For more information about the samples, please refer to this page.
Make sure that the color space is set to Linear.
In order for the SceneSelectMenu buttons to work, add imported scenes in the Samples step to the Build Settings.
The documentation for this package can be found here. The API reference for this package can be found here.
Unity-Movement is subject to the Oculus SDK License Agreement, as found in the LICENSE file.