Unity Quest 2 Setup

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Martez Fields

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Aug 4, 2024, 7:54:54 PM8/4/24
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Thispreview release offers Quest support for essential features such as passthrough, plane detection, device tracking, raycasting, and anchors. It also includes Quest-specific updates for samples like Simple AR, which demonstrates basic plane detection and raycasting, and Anchors, which demonstrate how to create an object that specifies the position and orientation of an item in a physical environment.

Imagine creating games where players can navigate their living rooms or offices while battling virtual enemies, or designing applications that overlay virtual objects onto real-world surfaces with unmatched precision. The possibilities are truly limitless.


Plane detection in AR Foundation opens up a realm of possibilities for developers seeking to create context-aware experiences for Meta Quest. With plane detection, your applications can analyze and interpret the physical environment, allowing virtual objects to interact intelligently with the real world.


The Unity XR team is continuously improving AR Foundation. As we carry on with development, we want to hear from you and would love to see what you build with these tools. Feel free to include the hashtag #unityARF when posting about your project on social media.


"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.


I am using unity editor to build application on oculus questi wanted to check the and debug the application at development stageso i connected the quest and laptop with the quest link cable and watched some of youtube video to setup unitybut when i connect quest link cable and click play on unity editor only i am able to hear audio but not able to see play mode on questcan anyone please help am i missing something


I went into content manager and removed the Av3 and that got rid of the problem and errors and now a quest version exists. But others are saying that it is pc only. And upon the upload of the quest avatar the Windows avatar becomes the error avatar.


I initially really struggled to make the shaders look right and consistent for VR and so far I did find that Flat Kit solved most of the issues and allowed me to tweak colours properly on the go. The water shaders are also brilliant.


Inside Sidequest you can also do a lot of nifty things using adb (Android Debug Bridge) such as the extremely essential 1080p video capture for your in-game capture on the device. Personally I understand now why it is not the default, its a performance issue.


Also, the performance is pretty low, I am just rendering 2 tiles using Google Photorealistic 3D Tiles but I am getting under 50 FPS, Are there some specific settings for Quest when using Unity? I noticed a guide for building for Quest with Unreal but not for unity.


@pedreror1 I have found a solution to the problem of green bars being displayed on the left eye. You have to change in Project Settings >> Other Settings >> Graphic API to use OpenGLES3 instead of Vulcan (remove the Vulcan from the list).


With the arrival of the Oculus Quest 2, we know a lot of new people will be inspired to create their very first VR experiences. That is why we have put together this step-by-step guide to getting started developing for VR with your Quest 2. Pull up a chair and get ready to develop for the Quest platform!


Whether or not you use the free or paid version, you will need to create a license in order to use Unity. You can either follow the instructions in this video linked here, or follow the directions below.


From Build Settings, you will want to switch your platform from PC to Android because, technically, the Oculus Quest is an Android device. (The Quest runs on a customized build of Android 7, and the Quest 2 runs on Android 10.)


Sideloading is a term used in the developer community that means installing an APK file onto an Android device. (APK stands for Android Package File.) Since the Quest devices are built on Android, sideloading means the same thing here.


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So this is a bit different from your standard posts on this fabulous website but I really wanted to share something I have been working on with a community that has taught me so much over the past few years.


Now while not strickly about pure VFX, this breakdown is about a hard to achieve process that enabled our vfx to really come to life on the Oculus Quest 2 platform. It also features some neat shader and buffer tricks with, hopefully, a good explanation of how it all works.


Quests are often started and completed by conversing with NPCs. The Dialogue System provides an integrated quest system that makes it easy to manage quests in conversations as well as during gameplay.


The PixelCrushers.DialogueSystem.QuestLog class provides methods to add and remove quests, get and set their state, and get their descriptions. This is a static class, so you can call its methods without having to create a QuestLog object.


Note that quest states are usually updated during conversations. In most cases, you will probably set quest states using the Point-and-Click Lua wizards during conversations, so you may never need to use many of the methods in this class.


The Dialogue System sends an OnQuestStateChange message when quest states change. See Script Messages & Events for details. Your scripts can use this method to monitor quest state changes. You can also hook into several QuestLog events described in the QuestLog class API reference.


However, if you're using an authoritative master server, such as with an MMO, you may want to validate quest states on the master server to prevent cheating. To do this, assign override methods to these delegates:


In the SetQuestStateOverride method, contact the master server to confirm that the player is allowed to set the requested state. If so, call QuestLog.DefaultSetQuestState(), which will set the quest state locally, update the tracker, and inform listeners.


In the CurrentQuestStateOverride method, contact the master server to confirm the authoritative quest state for the player. The use of this method may be more complicated than SetQuestStateOverride. Communication with the master server is usually asynchronous; your override method will probably not be able to return the quest state immediately because it needs to wait for a response from the master server. Instead, your method can return a string reference to an async operation. The code that invokes CurrentQuestState() can then wait for the async operation to complete and retrieve the quest state from the response, instead of immediately using the override method's return value as the quest state.


Very often, quest states are checked and set during conversations. When using async override methods that don't return a value immediately, you may want to configure your dialogue entry's Sequence to wait for a sequencer message that indicates that the async method is done. In the dialogue entry, use the WaitForMessage() sequencer command to wait for the sequencer message. In your async method, use the Sequencer.Message() method to send the sequencer message. If the dialogue entry is configured to wait for a quest state (i.e., you've set CurrentQuestStateOverride), you can register an additional Lua function that you can use in the next dialogue entry to return the value received from the master server.


The quest log window fills in its content using templates. For example, to show the heading of an active quest in the selection panel, it instantiates a copy of Active Quest Heading Template and places it inside Quest Selection Content Container.


All of these templates are preconfigured in the Basic Standard UI Quest Log Window, so it's easiest to copy this prefab, customize its appearance, and assign your custom copy to Instantiate Prefabs instead of the Basic one.

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