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freqout's avatar
freqout
Explorer
5 years ago

Unity XR Management plugin + Oculus Integration: what's the future?

We all know that the old VR plugin system is deprecated. It's only a matter of time before the XR Management plugin will be the way we develop experiences on Oculus hardware. I've been using it for a prototype recently and so far it seems like there is no way to access Oculus platform-specific functionality at the moment.

I wanted to get the nicely articulated Avatar hands+controllers for my project, but it seems like there is no way to get them working without the old Oculus SDK in use rather than the new plugin.

Would also love to be able to use the hand tracking.

Has there been anything revealed about how this is going to work going into the future?

Or if there is a way anyone knows to get those nice controller+hands to work with the new XR plugin system, I'd love to hear about it!

9 Replies

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  • This is very disappointing. I love the new XR Platform but it doesn't seem to be able to integrate the avatar and platform sdks. Might as well continue to use the OVR Plugin then
  • Yes I am currently quite confused about this as well. I am working on my first VR project and have basically gotten everything working in terms of gameplay. Now that I am considering what is need to actually put the game on the store, adding avatars, leaderboards, etc. everything seems to be pointing me towards the asset store integration package. 

    Is it even possible at this point to launch a game on the Oculus if it is built using the XR management plugin? If not when can we expect that to be the case. Agree it is very disappointing. 
  • wizgrav's avatar
    wizgrav
    Honored Guest
    You can use the oculus integration asset along with the new XR plugin for hmd and controller tracking. From my understanding they both share the same base. Tbh though I use the integration only for the platform features, mainly the entitlement check and OVRManager event handling so I don't know about the features you are after. I don't think the XR management system in unity will ever include platform specific features but it still is amazing for development
  • Anonymous's avatar
    Anonymous
    @wizgrav
    I'm pretty new to this - from my understanding, the OVRManager is initialized by virtue of including the OVRCameraRig from the Oculus Integration Asset package from the Asset Store - but if you are using the XR plugin for HMD/Controller tracking, how do you initialize/use the OVRManager?
  • I'm struggeling with this too at the moment :(

    I got it so far, that the Avatar SDK asset would use the correct tracking positions of my devices, but no controller or hand models would show up.

    I'm also really confused about the rig itself. The new API requires the Tracked Pose Driver to get tracking going, yet the oculus assets function without it (are they bypassing the whole XR Plugin stuff? If yes, what's the point of it all?)

    The keynote from last year, where all this new stuff was announced showed the XR Plugin, the regular Unity XR Rig with Tracked Pose Driver and abra cadabra, they suddenly hat controller models and all that stuff in their scene. How they integrated the Oculus platform assets with the XR Plugin was never addressed and I can't get it working right now.

    Seems like yet another one of those """production ready""" APIs...
  • Are you just attaching controller models or are you using the avatar sdk to get the mapping of joystick movement and button presses?

    If yes, sad to see it not working in the LTS version, I think a alot of devs (myself included) won't touch anything post LTS with a pole stick after that glorious 2019.3 release...
    • gogoriko's avatar
      gogoriko
      Honored Guest

      Hello,
      Did you guys have any progress in the integration of both the XR Plugin & the Oculus Platform methods.
      I am in the same case right now, trying to upgrade an existing project from old SDK to new XR Plugin, but a lot of platform methods used and the packages (SDK & XR Plugin) seems not to be friends.

       

      Currently in 2019.4.26 LTS, but just a step to the Unity 2020 migration.

      Thank you

  • Would also love to bring my previous Quest 2 projects (built with Oculus Integration) back to life. I've been painstakingly trying for a month but nothing jives with the new Meta XR.. weary and about ready to give up. Years of hard work gone. Every time I gain new understanding, a new barrier appears.