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Unity 2019.3 Oculus Integration: Official installation steps?

Metal_Multiball
Heroic Explorer
I'm looking for an 'official steps to install Oculus to Unity 2019.3', does this exist?

Edited: Added my unofficial steps
The steps I took for Oculus Integration to Unity 2019.3 :
  1. Oculus Integration install via Unity Asset Store (Avatars, etc)
  2. Oculus XR plugin install via Package Manager
  3. Unity XR Management install via Package Manager
  4. Unity XR Legacy Input Helpers install via Package Manager
  5. Unity - Edit - Project Settings - XR Plugin management - Install Oculus XR Plugin
  6. Restart Unity to see new UI for Oculus
  7. Unity - Edit - Project Settings - XR Plugin management - Plugin Providers - Add Oculus Loader
  8. Unity - Edit - Project Settings - XR Plugin management - Oculus - Create serialized instance of the settings data
Build Android 
  1. Install Android SDK and NDK tools, and Open JDK - Unity Hub - Installs - 2019.3 - Add Modules - Android Build Support - drop down menu
  2. Create and edit custom gradle template file to version 1 signing = true, version 2 signing = false (this currently not working for my build to upload to Oculus)

In Unity 2019.3 what is the correct workflow to obtain the latest Oculus Unity Integration updates:  Asset Store Oculus package and Package Manager Oculus package?
Is the Asset Store package going to become a Package Manager package?
Building PC Rift S and Android Go.
39 REPLIES 39

Protanopia
Honored Guest
want to know as well.

VJ76
Protege


In Unity 2019.3 what is the correct workflow to obtain the latest Oculus Unity Integration updates:  Asset Store Oculus package and Package Manager Oculus package?
Is the Asset Store package going to become a Package Manager package?
Building PC Rift S and Android Go.


 A New Architecture: Unity XR Platform : https://youtu.be/PUK2-GzXuso 

rib
Protege
It would be great if the integration asset could be modularised and distributed via the package manager.

I currently have a Unity project that maintains a VR application along with an Android (non-VR) companion application (sharing various UI prefabs and scripts). I have some editor menu options for switching between targetting VR (Oculus +- steamVR) or mobile development and in general switching from mobile to VR is just a question of adding/removing some packages via the package manager but then I have a whole bunch of awkard code to handle adding/removing the oculus integration asset manually which I'd love to be able to drop. I breifly tried converting the asset to a local package myself and made a few script fixes for assumptions about paths but that ended up being even more complex.

jariwake
Explorer
So....Oculus Integration asset (in asset store) is no longer valid and should not be added to Unity projects that use the new XR Management and XR Interaction Toolkit in Unity? This is somewhat unclear.

Metal_Multiball
Heroic Explorer
I'm looking for an 'official steps to install Oculus to Unity 2019.3' list, does this exist?

The steps I took for Oculus Integration to Unity 2019.3 :
  1. Oculus Integration install via Unity Asset Store (Avatars, etc)
  2. Unity XR Management install via Package Manager
  3. Unity XR Legacy Input Helpers install via Package Manager
  4. Oculus XR plugin install via Package Manager
  5. Unity - Edit - Project Settings - XR Plugin management - Install Oculus XR Plugin
  6. Restart Unity to see new UI for Oculus
  7. Unity - Edit - Project Settings - XR Plugin management - Plugin Providers - Add Oculus Loader
  8. Unity - Edit - Project Settings - XR Plugin management - Oculus - Create serialized instance of the settings data
Build Android 
  1. Install Android SDK and NDK tools, and Open JDK - Unity Hub - Installs - 2019.3 - Add Modules - Android Build Support - drop down menu

DEGUEKAS
Protege
I currently use Oculus integration but Unity XR I think is great, in the future we could export to multiple platforms with a single project without the need for big changes as they say on their blog

my question is, can we develop an entire project with Unity XR alone and publish it to Oculus Store?

because if it was, I'd stop using Oculus integration and concentrate on using Unity XR.
I use is Oculus rift.

jariwake
Explorer
Could someone from Oculus please verify what is the deal with Oculus Integration asset (the one in asset store) now that Unity has this new XR plugin system and XR Interaction Toolkit? 

Is the Oculus Integration needed for anything anymore?

And can the games/apps made with the new XR plugin thingy be published in the Oculus Store?

DEGUEKAS
Protege

jariwake said:

Could someone from Oculus please verify what is the deal with Oculus Integration asset (the one in asset store) now that Unity has this new XR plugin system and XR Interaction Toolkit? 

Is the Oculus Integration needed for anything anymore?

And can the games/apps made with the new XR plugin thingy be published in the Oculus Store?


I just wonder the same thing, if it can be published smoothly using Unity XR, apparently if you use SteamVR Plugin automatically they don't let it publish on Oculus

jmellars
Honored Guest
Would also like to see updated steps/install needs. Seems like current documentation is saying many different things.