Oculus Quest Setup - charles-river-analytics/VSDK-Unity GitHub Wiki
These instructions are for VSDK Unity. For VSDK Unreal documentation, see the VSDK Unreal wiki.
VSDK Unity fully supports Oculus Quest. However, setup can be more difficult than PC VR setups, so Quest development is not recommended for new users as it may require some situation-specific tweaking. This guide also skims over the normal setup procedures.
- Follow the official Oculus setup instructions to ensure you have installed the correct Android development libraries and tools: https://developer.oculus.com/documentation/quest/latest/concepts/book-unity-gsg/
- Follow the standard instructions for setting up VSDK for Oculus
- In the Build Settings menu, change the platform to Android. This may take some time depending on the size of your project.
- Select the VRTK_SDKManager object in your scene and uncheck the 'Auto Manage VR Settings'
- Open the Player Settings, expand the Other Settings tray and make the following adjustments:
- Set the Color Space to Gamma
- Set the Package Name field for your application (otherwise, it will not launch)
- Set the Minimum API Field to Android 5.0 'Lollipop'(API Level 21)
- Expand the XR Settings tray and make the following adjustments:
- Check the 'Virtual Reality Supported' box
- Click the + sign under Virtual Reality SDKs and add 'Oculus'
- Find the Oculus object under the VRTK_SDKManager and use the quick select option to set the setup to use Oculus Quest
- Using the Oculus Menu in Unity, click Oculus > Tools > Create store-compatible AndroidManifest.xml
Your project is now ready to build and run for Oculus Quest!
Despite our best efforts, configuring for Oculus Quest can be finicky. Below are some common issues and their typical causes.
Typically this issue is caused by incorrect XR Settings. Make sure that your VRTK_SDKManager has Auto Manage VR Settings unchecked, and that you have configured the XR Settings to use the Oculus SDK in the Player Settings Menu.
This can be one of a few issues, typically caused by incorrect app settings. Double check that step 5 above has been completed correctly, and cross-reference with the official Oculus documentation to ensure all settings are correct.
This is an Android Manifest issue that crops up from time to time (the default generated XML file is missing the correct permissions needed to access controller tracking). Click Oculus > Tools > Generate store-compliant AndroidManifest.xml and then add the following line to the file and the </Application>
tag:
<uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1" />