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Can I use Oculus Quest 2 PC link mode for SteamVR development?

0xEric
Explorer

Hi, I want to develop content for Vive pro and Vive Cosmos
but I don't really want to buy them because I plan to get a Oculus Q2

 

Can I develop and test SteamVR content for VIVE and use Oculus in the development for testing?

Will it cause any problems? for example Key bindings?  

I would be very grateful if you could help me with this! Thanks!

 

1 ACCEPTED SOLUTION

Accepted Solutions

laurisD
Protege

Hi, 

Yes you can use your Quest 2 for make a project that will work on any device. 

I recommand you to follow this tutorial : Introduction to VR in Unity - UNITY XR TOOLKIT - YouTube, you will learn how to make your Project compatible with all majors devices (HTC, Vive ... ) and don't be stuck with SteamVR.

If you really want to use SteamVR, it's made for be compatible with all devices SteamVR compatible so you can do it with your Quest2 and it will work. Remmember, SteamVR will be required for use your app (you can't do a standalone app with SteamVR).

 

Hope I helped you, feel free to give a kudo and mark this as a solution it would help me 😉

Lauris.

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5 REPLIES 5

laurisD
Protege

Hi, 

Yes you can use your Quest 2 for make a project that will work on any device. 

I recommand you to follow this tutorial : Introduction to VR in Unity - UNITY XR TOOLKIT - YouTube, you will learn how to make your Project compatible with all majors devices (HTC, Vive ... ) and don't be stuck with SteamVR.

If you really want to use SteamVR, it's made for be compatible with all devices SteamVR compatible so you can do it with your Quest2 and it will work. Remmember, SteamVR will be required for use your app (you can't do a standalone app with SteamVR).

 

Hope I helped you, feel free to give a kudo and mark this as a solution it would help me 😉

Lauris.

Wow thanks. You are so helpful! 

May I ask one more question?

So are there two main approaches to make games on Unity for PCVR?
1. Unity OpenXR + VR interaction toolkit (framework for interaction, already included in OpenXR after 2020? )   

2. SteamVR plugin (has input and interaction framework)

And others might be using OpenXR/SteamVR + other interaction framework like VRTK and HurricaneVR. Is it right?

In fact there is 3 main approaches : Unity OpenXR, SteamVR and the asset Oculus Integration. The best way is to use OpenXR so it will work on every devices. Oculus Integration is better for using Quest2 (only Oculus helmets) specials features as hand tracking.

Of course you can use as many frameworks as you want but your project will be more difficult to do (I experienced it) and the app will be heavy. 

Thank you so much for the explanation 😀

Now I have a clear picture of how to start my learning.