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Unity XR vs Oculus integration

Anonymous
Not applicable
I've been happily building in Unity on top of the Oculus integration for the Quest for a while now, but with the nagging question in the back of my mind, "should I be porting this over to the Unity XR?" After cursory searching, I haven't been able to find a good discussion about the the future of each approach. Obviously Unity XR gives me an abstracted layer to be able to deploy to, say the Hololens in the future, but what do I lose from the Oculus integration if I head that way? If anyone has found a good, recent discussion about this, please post a link!
7 REPLIES 7

FuzzyOnion
Protege
I'm curious about this as well. More specifically, if the FFR and anti-aliasing been fixed with XR.

physto
Protege
XR just isn't there just yet. If you're building a title to ship within 3 to 6 months, I'd stay away from XR.  The URP isn't ready for Quest yet either so hold off there.

Umbrinox
Explorer
I’ve just asked the same question in the forums before finding this.  I found OVR easy to pick up but all the big developers I speak to are saying I’d be stupid to learn OVR over XR as it’s too limited and XR is the future of Unity VR development.  It’s a flipping minefield out there for someone new like me, I’m trying to learn both while learning C# and it’s really off putting.

DEGUEKAS
Protege
currently I resent the little information there, I used Oculus Integration but the versions of 2020 have only given me errors, currently I am learning XR, it is true that it is something complex to move from OVR to XR but I feel that Unity will give you good support

physto
Protege
One thing to remember is that if you plan on shipping a title with you Unity, you need to be using a Long Term Support (LTS) release otherwise you're going to get dragged around by all the things that change and get broken as Unity releases new versions.

I've been wrestling with the same question, Oculus vs XR and have settled on 2018.4.x (LTS) and Oculus integration.

I like Unity XR but not a fan yet of the XR Interaction Toolkit. That's seems like it's going to hit the same issues VRTK did in that it's trying to be a super general framework and has tons of additional complexity that a regular user just won't need.

DEGUEKAS
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the truth is that XR I feel that it will have a good support, at first it can be intimidating but after you understand how XR works you see that it is an interesting tool, there are things that still do not give explicitly like Oculus integration that is great with its examples easy to learn but XR is already generating a community that is sharing how it works. I move my project to XR, let's hope the next updates will continue to be good.

nachoburritoman
Explorer

I just switched from XR to oculus, and I can tell you right now it runs like trash on oculus. But it's super easy to use minus hand animation.