08-26-2019 07:54 AM
08-26-2019 03:47 PM
08-27-2019 06:22 AM
09-30-2020 02:18 PM
09-30-2020 02:54 PM
1. Create a new Unity project.
2. Import the Oculus Integration from the Unity Asset Store. The Oculus Integration contains everything you need to use Oculus Avatar and Oculus Platforms.
3. From the Oculus Dashboard, create an Oculus Rift app and copy the App ID. An App ID is required to use Avatar and Platform features. There must be a build associated with the App ID uploaded to a release channel on the Dashboard for full functionality. The email address associated with your Oculus account must be added to the Users list of the release channel.
4. From the Unity Editor menu bar, select Oculus Avatars > Edit Configuration and place your App ID in the two fields for Oculus Rift App Id and Gear VR App Id.
5. From the Unity Editor menu bar, select Oculus Platform > Edit Settings and place your App ID in the two fields for Oculus Rift App Id and Gear VR App Id.
6. Make sure the prefabs are set correctly. Select the OVRPlayerController object in the scene:
a) Local Avatar Prefab should be set to the LocalAvatar (OvrAvatar) prefab found at Assets > Oculus > Avatar > Content > Prefabs.
b) Remote Avatar Prefab should be set to the RemoteAvatar (OvrAvatar) prefab found at Assets > Oculus > Avatar > Content > Prefabs.
c) From Assets/Oculus/Avatar/Samples/SocialStarter/Assets/Materials, drag Help to the OVRPlayerController’s Rift Material property.
d) From Assets/Oculus/Avatar/Samples/SocialStarter/Assets/Materials, drag GearHelp to the OVRPlayerController’s Gear Material property.
10-01-2020 08:04 AM
10-01-2020 08:14 AM
10-01-2020 10:28 AM
10-01-2020 10:35 AM
10-01-2020 10:43 AM
To clarify more, I am running Unity on Mac and unfortunately the Oculus Link only works with PC, so I don't think running it from the Editor will work for me. For each build, I build the APK in debug, install and run it manually on the Quest.