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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.
    This topic has been closed for replies.

    39 replies

    Participant
    March 12, 2020


    @NinjaGG I found a solution that allows me to build Android Signature Scheme v1

    Solution:
    I upgraded the Unity Oculus Integration to v13, created a new Android Manifest via Oculus tools in Unity and edited android:required="false".  <uses-feature android:name="android.hardware.vr.headtracking" android:required="false" android:version="1" />

    Oculus Integration v13 no longer supports Gear VR and therefore I can no longer update the Gear VR version of my game, that is why I have been avoiding this upgrade, goodbye Gear VR, it's been a good ride.



    the version of Oculus integration February is a mess, it has so many bugs that I can't mention everything, in my case I'm handling Oculus integration from December 2019 and I'm waiting for a new one to come out that is stable
    Up and Coming
    April 2, 2020
    Thank you, guys,
    but no one of this sequences did not work for me - I am always getting error:
    "Please add Oculus to the list of supported devices to use the Utilities"

    Could you suugest something to get rid of it ?

    BTW, on Unity 2018 everything was fine.


    --- Oculus GO / Unity 2018.4.1f1 / Oculus Integration 1.37
    Inspiring
    April 2, 2020
    @yesbird did you try: Unity - Edit - Project Settings - XR Plugin management - Plugin Providers - Add Oculus Loader
    Up and Coming
    April 2, 2020


    @yesbird did you try: Unity - Edit - Project Settings - XR Plugin management - Plugin Providers - Add Oculus Loader


    Yes, I have Oculus Loader in Plugins Poviders list
    --- Oculus GO / Unity 2018.4.1f1 / Oculus Integration 1.37
    Up and Coming
    April 3, 2020
    Problem solved by removing Oculus utilities and switching to Unity XR completely.
    --- Oculus GO / Unity 2018.4.1f1 / Oculus Integration 1.37
    New Participant
    April 9, 2020
    Im also on XR Toolkit only, there was a lot of confusion what to use.  I now am looking for a simple switch or detection method for right or left hand on the Go.  For my "walk before I run" development I am manually disabling the LeftHand controller.  
    mousebear
    Honored Contributor
    April 29, 2020
    Hey everyone, we have some updated guidance with this in the following documentation: https://developer.oculus.com/documentation/unity/unity-conf-settings/#enable-vr-support
    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!
    Inspiring
    April 29, 2020
    @NinjaGG ? Thank you!
    Participant
    May 10, 2020

    jariwake said:

    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.


    I feel the same. I’m hearing so many conflicting information as a new developer. I really don’t know if I should be using the Oculus Integration or the XR Toolkit. It would be nice to have an official stance from Oculus so I have some direction.
    Participant
    May 10, 2020
    Ninja GG I’m very new to all this.  Only 3 weeks into using Unity.  I’m watching as many videos as I can and using Unity’s premium learning while it is free but tbh it’s very confusing. As an official for Oculus can you confirm whether I should be using Oculus Integration or should I be concentrating on learning the new XR Interaction Toolkit moving forward? I prefer OVR but being told by so many people that I should be using XR Toolkit now. Many thanks in advance.