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Inspiring
February 8, 2020

Unity 2019.3 Oculus Integration: Official installation steps?

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.
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    39 replies

    New Participant
    February 11, 2020
    want to know as well.
    February 11, 2020


    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 
    Up and Coming
    February 11, 2020
    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.
    Participant
    February 11, 2020
    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.
    Inspiring
    February 11, 2020
    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

    Participant
    February 12, 2020
    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.
    Participant
    February 13, 2020
    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?
    Participant
    February 13, 2020

    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
    New Participant
    February 15, 2020
    Would also like to see updated steps/install needs. Seems like current documentation is saying many different things.
    mousebear
    Honored Contributor
    February 20, 2020
    Hey folks, thanks for the heads up on this - flagging the right folks to see if we have best practices/steps for this - stay tuned.
    If you need immediate help or want additional support/context on an issue you are having with our platform or integrations: 1. Gather any and all logs , screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.) 2. Please submit a ticket here through the "Contact Us" link (include what you've gathered in step 1). 3. Tag me @mouse_bear once you have done so!