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
"cybereality" wrote:
I would not drop Oculus Utilities, as there are some Oculus specific functionality you may need (for example, if you are developing for Gear VR and wish to put your game on the Store).
Well, the problem is that Oculus Utils can't be "married" to Unity's VR examples easily. And Oculus Utils are bare bones assets, which means anything beyond standing in place and looking around, or moving with gamepad requires knowing C# programming. Which means people who are artists and not quote programmers are doomed to either learn C# and waste time, so to speak, or team up with programmers, who are few and between nowadays.
Unity's VR examples allow to create a lot of experiences and/or games because they provide functionality for locomotion, GUI input, etc. So almost everything a VR app/game needs is in there, ready to be used out of the box.
Could you please specify why Oculus Utils have to be used in order to be able to publish games in Oculus Store ?
Is it some script that can be easily added to Unity's VR assets just so the app can make to the store?
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