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Loading The VRSS Simulator

DarkyyBoi edited this page Jul 18, 2022 · 5 revisions

This version of the simulator was built specifically to be used by an Oculus Quest 2. Currently as of 13/07/2022 you have to directly build the Unity application via the Unity Editor onto the Quest 2 by loading the project and connecting the Quest 2 to your PC with a link cable. This will require enabling developer mode and is shown below.

A detailed guide will be added in the future showing how this is done.

How Do I Access Developer Mode?

Developer Mode can only be accessed once you have booted and paired your headset to the Oculus Mobile App or through the headset itself. If you need help doing this, refer to the Oculus Developer Documentation. The Oculus App requires a Facebook account, so make sure you have access to one although this is expected to change. It might also be a good idea to 'create an organisation' on behalf of King's for future development phases of the project, this was not during project startup.

Alternatively if you are using an older Oculus device, like an Oculus Rift, you will have to build the simulator for "Windows, Mac, Linux" to be run off your PC and then connect this headset. This was done in the previous version of the project for an Oculus Rift device).

A detailed guide will be added in the future showing how this is done.

Loading The VRSS Simulator In Oculus Quest 2

To load up the simulator within the Quest 2 during testing, you have to first make sure your Quest device is in developer mode and set up appropriately as hinted at above. Doing this will allow your `.apk` file to be launched from the App Library from the Quest Home Screen.

Be sure to look at "Unknown Sources" to launch the simulator as shown below.

Screenshot showing example of loading the simulator from 'Unknown Sources' in the App Library

Loading The VRSS Simulator On Desktop

Assuming you have built the simulator as a desktop app from the Unity Engine, once your Quest 2 is connected with the Oculus App open and Unknown Sources are enabled via Settings > General > Unknown Sources the executable file from the Build(s) folder can be run simply as that. Startup of the simulator should instantly recognise active VR input from your headset.