Day 61 - A summary!
- ayaan anand
- Jun 6, 2022
- 3 min read
Updated: Jun 7, 2022
Hey everyone so I thought I would do a little summary of my project so its easier for people to look up for information. I might just do it on this post or continue it tomorrow.
First off for the assets, You use https://itch.io.
Then start with the connection of plugging your oculus quest into your pc. Make sure that you are using the official Oculus Link cable so that it can actually connect and transfer data between the 2 systems.
Start a unity project, you can either choose 3D or Universal render pipeline, it does not matter since if you choose URP you may get faster render times that is all. But if you choose 3D and want to choose URP later here is what you can do:
In Unity, open your Project.
In the top navigation bar, select Window > Package Manager to open the Package Manager window.
Select the All tab. This tab displays the list of available packages for the version of Unity that you are currently running.
Select Universal RP from the list of packages.
In the bottom right corner of the Package Manager window, select Install. Unity installs URP directly into your Project.
We are not done yet. You now need to configure URP.
The Universal Render Pipeline Asset (URP Asset, in Project) contains the global rendering and quality settings of your project, and creates the rendering pipeline instance. The rendering pipeline instance contains intermediate resources and the render pipeline implementation.
To create a Universal Render Pipeline Asset:
In the Editor, go to the Project window.
Right-click in the Project window, and select Create > Rendering > URP Asset. Alternatively, navigate to the menu bar at the top, and select Assets > Create > Rendering > Universal Render Pipeline > Pipeline Asset.
You can either leave the default name for the new Universal Render Pipeline Asset, or type a new one.
Set URP as the active render pipeline
To set URP as the active render pipeline:
In your project, locate the Render Pipeline Asset that you want to use. Tip: to find all URP Assets in a project, use the following query in the search field: t:universalrenderpipelineasset.
Select Edit > Project Settings > Graphics.
In the Scriptable Render Pipeline Settings field, select the URP Asset. When you select the URP Asset, the available Graphics settings change immediately.
Optional:
Set an override URP Assets for different quality levels:
Select Edit > Project Settings > Quality.
Select a quality level. In the Render Pipeline Asset field, select the Render Pipeline Asset.
So now you can finally place assets and make your world.
For Setting up the VR rig, you can just use the XR packages which you need to download first from Window>Package manager, these are:
Oculus XR plugin
OpenXR plugin
XR interaction toolkit
XR plugin management
If you don't see these click on preview packages
Next go to project settings > XR plugin Management and click on install plugin Management.
now you can see two tabs one for pc and one for android.
You need to select the devices you will be working with.
So click on Oculus and Oculus again on android standalone devices.
Also make sure to click Initialize XR on startup (Without this the editor will not run in the headset)
Once there you can just right click on the hierarchy and create the VR rig object (Which is basically the player object of VR) or you can make it yourself.
This video is part of a series and this explains it very well!
But in essence all you have to do is make an empty object and name it VR rig and make sure its coordinates are (0, 0, 0). then attach an XR rig component to it.
Then select the VR rig again and create an empty gameobject. This will set object as a child automatically. also make sure its location is at 0,0,0.
Name it the camera offset and then select it and create a camera object. Now to this camera add a track pose component. Now in the editor set the device to Generic XR device.
Select the VR rig object again and drag Camera offset object into the floor offset tag in the editor and Camera game object will get the camera dragged in.
One last thing select the VR rig object again and in the editor look for the tracking origin mode, set this to floor.
and now you can view the game in your headset.
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