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Oculus Go display on desktop and headset simultaneously (Unity)

Level 2
I'm developing an app for Oculus Go, using Unity 2019.1.12f1 and VRTK.

I want to have two displays: one on the headset, and one on the desktop. I know that this is possible with the Oculus integration (see this), but for some reason, I can't get it to work.

When I select "Build and run" in Unity, the program seems to run entirely on the headset - I can disconnect the headset from the computer, and the program still works perfectly on the headset. Adding a camera and setting its Target Eye to "None (Main Display)" doesn't do anything. I'm wondering if this might be because the Go is a standalone headset, so maybe the multi-display feature that works on the Rift doesn't work on the Go?

Does anyone know if this is possible on the Oculus Go?

Thank you!

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The thread you linked to was for the DK2 headset. PC headsets can do this easily, such as in Audica when you put on spectator mode.
But the Go is a stand alone mobile headset. It can't render anything to a PC (even if it could, it struggles just to render it's own display).
It depends on exactly what you require. If it's just to view the Go's display on a PC while playing, you can do that with Scrcpy.
I use it at work, great program that isn't just for mobile phones, it works with Go and Quest too.

But if you want something different on each display (like a spectator mode that has a third person view of the VR player) then the easiest (really stretching the definition of that word) way would be make it a networked app. Have a Go client and a PC client and network them to stay in sync.

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2