Has anyone using the VR Add-On with the Oculus Quest?
talk is you have to use the new XR stuff to get it to work, (standard opsive controller and not the oculus rig) but so far I have not had much success. We should all get a thread going on how to actually get this working with the quest. What setup are you using?Hi RobotGames, are you using Unity XR Rig with the Ultimate Character Controller? If so, can you provide more information on your setup?
Gotcha, gotcha. I'm going through it now as well. Its a tad tedious for me as I am the art guy and not the coder.I can use the Oculus OVRPlayerController prefab to navigate around the scene. I attached the main character gameobject to it, but then none of the functionality, such as hands or weapons, is working.
When I use Oculus Link to run my game, the Opsive controller works well. You do need to adjust the hand offset to get the hands out of the air. When I export my game as an APK to my Oculus Quest, however, none of the controls work. I'm going through the code to see how I can get the two to work together.
Edit: the inputmanager asset with supposed correct input mapping for use with the new XR system, in case anyone wants to play with it. and if you do get it working, please come back and let us all know what the exact steps were! Cheers!
Drat! Double drat...Thank you for making the button mappings available. Sadly, that did not work for me as well. After I export my game as an apk to my quest, none of my controls work. When I use Oculus Link to play the game, the controls work well. Here is the video I used to setup my XR Xig. I haven't been able to get the two to work together.
Drat! Double drat...
I have been trying different configs of unity and OVR to no avail either.
Have a few test cases to try today . unity 2020/legacy XR input and then unity 2020/XR input/newinput system..
Sucks. I think this kit would work well for mobile vr if this problem could be fixed.
slightly different info for mobile vr dev: I have heard though another thread on the forums, that there is a glicth in the AI system of some sort that starts to decrease performance when about 12+ enemies are on the screen... Some sort of AI pathing issue, but I'm not sure of the exact details... and not sure its a problem if you design levels with this in mind..
anyway, sure would love to get the control schema working.... maybe we should jump up a level on the forums to get some visibility to the issue and see if anyone else has any input. You up on discord?
last I heard, justin didn't have a quest to even look at this issue. Maybe we should all throw in and buy him one! ;-)