Forum Discussion
Cain_Bloodbane
5 years agoAdventurer
Oculus Quest Home (like Oculus Home but on the Quest)
I have been working on a project for a while now. An Oculus Quest Home app. Main feature I want to get better working now, is a VR app browser and launcher. A more 3D way of accessing your apps, li...
Cain_Bloodbane
5 years agoAdventurer
TheSwanCollective said:
Wow! What an epic project! Can't believe you're achieving all of this on your own. Sounds like the job of a rather big studio. Very impressive!
Good luck and excited for your results.
To be honest most of the code I have from open source projects, Unity forums, YouTube videos, StackOverflow, blogs and stuff like that. Ever since I got the Quest 1 I have been wanting to do something like this. Well, first it was just meant to be an app where you could create your own home in VR. Which I think someone already did, if not more than one person.
Then began being pretty annoyed by the launchers on the Quest and Quest 2, the menu systems and such. Especially for 3rd party apps... that just has to be possible to do better. But then I have ended up going off investigating ideas instead of getting the first ones to fully work. So its not even a prototype, its just features I have tested and know to work.
What I have gotten to work is the features that would be needed to get it to work well. Like I combined several projects that mainly Unity have shared in different ways... oh and the Khronos Group. Both these groups are sharing a lot of really awesome code libraries that are just out there for people to use.
Khronos Group on GLTF:
https://www.khronos.org/gltf/
The Khronos Group is a lot of different companies working together to make open source stuff, like OpenGL and Vulkan.
Unity has some LOD and Mesh Simplifier projects that I have used to make it possible to adjust mesh quality at run time, and I used it with the GLTF stuff from the Chronos Group since they made some useful GLTF Unity projects.
The main Unity project I use is this one:
https://github.com/Whinarn/UnityMeshSimplifier
Oculus also has some nice code they have shared, but, its maybe not as well explained as I had hoped. They pretty much just mashed it all together and released it on the Unity Asset Store. Just being able to interact with UI elements took me a day or so to figure out, because I had to take the time to understand the example well enough to be able to put it on the VR controllers. It is an example that was made for GearVR and such I think, and all of this stuff is just there, and its not especially clear what it was meant for until digging into the code, trying out the examples and such. It all has the potential of being used for full Quest tracking and controllers though.
I have a lot of experience with some more advanced Unity stuff because I have been modding the game Satellite Reign, and to do that I had to find ways to serialize data and doing a lot of stuff at run-time that you would probably not normally do at runtime. But it was always pretty specific to the mods I was working on for Satellite Reign.
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 3 years ago
- 3 years ago