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How to configure Oculus Quest in MRTK using the XRSDK pipeline

A Oculus Quest is required to use this data provider.

The Oculus XRSDK Data Provider enables the use of the Oculus Quest with MRTK using Unity's XR Pipeline. This pipeline is the standard for developing XR applications in Unity 2019.3 and beyond. To use this pipeline, make sure that you using Unity 2019.3 or newer The Oculus Quest XR Plugin does not currently support hand tracking. In order to use hand tracking, consult the MRTK-Quest project which uses the Legacy XR pipeline.

Deploying to Oculus Quest

  1. Follow these steps to ensure that your project is ready to deploy on Oculus Quest.

    • Make sure that the Oculus Plug-in Provider is included in your project by going to Edit --> Project Settings --> XR Plug-in Management --> Plug-in Providers

    OculusPluginProvider

    • If it does not show up ensure that the Oculus XR Plugin is installed under Window --> Package Manager

    OculusXRPluginPackage

  2. Ensure that developer mode is enabled on your device. Installing the Oculus ADB Drivers is optional.

  3. Adding the Oculus XRSDK Data Provider

    • Create a new Unity scene or open a pre-existing scene like HandInteractionExamples
    • Add MRTK to the scene by navigating to Mixed Reality Toolkit > Add to Scene and Configure
    • Select the MixedRealityToolkit game object in the hierarchy and select Copy and Customize to clone the default mixed reality profile.

    CloneProfile

    • Select the Input Configuration Profile

    InputConfigurationProfile

    • Select Clone in the input system profile to enable modification.

    CloneInputSystemProfile

    • Open the Input Data Providers section, select Add Data Provider at the top, and new data provider will be added at the end of the list. Open the new data provider and set the Type to Microsoft.MixedReality.Toolkit.XRSDK.Oculus > OculusXRSDKDeviceManager

    OculusAddDataProvider

  4. Building your project to deploy on Oculus Quest

    • Plug in your Oculus Quest via a USB 3.0 -> USB C cable
    • Navigate to File > Build Settings
    • Change the deployment to Android
    • Ensure that the Oculus Quest is selected as the applicable run device

    OculusRunDevice

    • Select Build and Run
    • Accept the Allow USB Debugging prompt from inside the quest
    • See your scene inside the Oculus Quest

Common errors

Quest not recognized by Unity

Make sure your Android paths are properly configured. If you continue to encounter problems, follow this guide

Edit > Preferences > External Tools > Android

AndroidToolsConfig