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Loading The VRSS Simulator
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.
To build the simulator into the Quest 2, 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.
The project folder uses assets from 2 external resources. As shown here in Step 2 these are:
- Oculus Integration Plug-In
- XR Plugin Management
The next step is to ensure that Build Configurations are set correctly. If these differ to what is shown in either tutorial, then these should be listed here for reference.
VR GameObjects/PreFabs in the Hierarchy are rebuilt from the pre-existing PreFabs provided by Oculus using Valem's YouTube tutorials (see External Resources below) so always edit these PreFabs. They rely on the same scripts but are linked to different models and GameObjects.
External Resources: Overview of Resources + Tutorials
A full list of tutorials and blogs used in the creation of the foundations of the simulator can be found in the old project's README.md. Click the link to see these, these will also be linked in their respective sections of the Wiki.
Building the Simulator as a PC app is slightly more straightforward, as this requires you to switch platform in your File > Build Settings
from "Android" to "Windows, Mac, Linux". The default Player and Build settings for this are good enough to skip straight into building it in a separate Build folder within the Build(s)
folder as the executable produced must have access to the Build assets from within the same folder. This is explained at the end of the above YouTube tutorial.
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.
Startup of the simulator should instantly recognise active VR input from your headset.