Forum Discussion
Anonymous
10 years agoUnityVr vs Oculus Utilities
Hi guys! I'm at a confusion point... I'm reading two separate docs: Oculus Utilities: https://developer.oculus.com/documentation/game-engines/latest/concepts/book-unity/ UnityVr:https://un...
motorsep
10 years agoStart Partner
I inquired about the same thing here: viewtopic.php?f=37&t=27874
Today I tried to use both OVR Player Controller dropped into Intro VR scene from Unity. It's not a trivial task. Unity samples use alot of scripts that rely on one another. So there going to be some work to add all the requires scripts to OVR Player Controller and get it working with Oculus Utils.
I also recall there are a few things required to be used from Oculus Utils to be able to publish in Oculus store. I was hoping Oculus would release a new version of Utils designed to work with Unity's VR scripts out of the box. This was all this tedious setup could be avoided.
I'd rather use Unity's setup because it's all there - drop in stuff and focus on making your game instead of fiddling with player setup and controls.
P.S. So I deployed Intro VR scene from Unity to Gear VR - worked like a charm, with basic UI, interactions and Back button working. So, can we build apps / games not using Oculus Utils at all ? What do we lose precisely by not using Utils ?
Today I tried to use both OVR Player Controller dropped into Intro VR scene from Unity. It's not a trivial task. Unity samples use alot of scripts that rely on one another. So there going to be some work to add all the requires scripts to OVR Player Controller and get it working with Oculus Utils.
I also recall there are a few things required to be used from Oculus Utils to be able to publish in Oculus store. I was hoping Oculus would release a new version of Utils designed to work with Unity's VR scripts out of the box. This was all this tedious setup could be avoided.
I'd rather use Unity's setup because it's all there - drop in stuff and focus on making your game instead of fiddling with player setup and controls.
P.S. So I deployed Intro VR scene from Unity to Gear VR - worked like a charm, with basic UI, interactions and Back button working. So, can we build apps / games not using Oculus Utils at all ? What do we lose precisely by not using Utils ?
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