There are a few necessary prerequisites for the package to work so please follow the steps on this page to get everything working nicely.
These are also some general tips to getting started with VR using the oculus integration package
First, when creating your project, for standalone VR - like the Oculus Quest it is recommended to use the URP project template (this might change with Unity 2021 as there are talks of merging standard and URP together).

Build settings

The build settings window lets you configure all kinds of platform related settings and later on build the project. This step isn't necessary if you don't intend to build your project, but it is better to do it now rather than later as conversion to a different build platform in later stages of the project might be a painfully long process!
  1. 1.
    In Unity's toolbar, go to File and select Build Settings from the drop down menu
  2. 2.
    Under the platform selection part, change your desired platform from "Pc, Mac & Linux Standalone" to Android
  3. 3.
    Set the texture compression from "Don't override" to ASTC
Your project is ready for Android devices, now let's make it VR ready!

Project settings

To make your project VR-ready, there are a few things to consider when changing the project settings. First things first we want to enable Oculus support:
  1. 1.
    Open up project settings by going to the Edit tab of Unity's toolbar and selecting Project Settings from the drop down menu - alternatively, if you already had player settings open, this is pretty much the same thing
  2. 2.
    In the project settings window, select the XR Plugin Management option, which should be the last item on the list
  3. 3.
    Press install XR Plugin Management, once it has been installed, some new options will appear in the window
  4. 4.
    Under the android tab, down in the Plug-in Providers section, tick the box next to Oculus, installing this might take some time
  5. 5.
    After it has been installed, a new option under XR Plug-in Management will Appear, named "Oculus", click on it and change Stereo Rendering Mode from Multi Pass to Multiview, this will greatly increase your applications performance once it has actually been built to the device

Oculus integration

This is the final step before importing OctoXR and probably the most important one. The Oculus integration package provides us with the fundamentals necessary to make hand tracking work, currently, OctoXR is dependent on it to be able to work, but we are working hard on making our package standalone.
  1. 1.
    From the Window tab in Unity's toolbar select Asset Store, depending on if you have Unity version 2019 or 2020/21 this will either open inside the editor itself, or lead you to an external link where you'll be able to access the Asset Store
  2. 2.
    While in the Asset Store, use the search bar to look for The Oculus Integration package
  3. 3.
    Once you find it, open it up and click add to Unity, this will add the package to your editor's Package Manager, clicking open in Unity will lead you straight to the Package Manager where you'll download and install the package from
  4. 4.
    Once you've opened the Package Manager, which is located under Window > Package Manager (in case you haven't used the stores direct link) look for The Oculus Integration under My Assets (click the drop down above the list of packages and change from In Project to My Assets) and once you find it press Download in the bottom right corner of the manager's window
  5. 5.
    Once the package has downloaded, you can use the Import button that now appeared in place of the previous Download button and import the package
You can tick off Oculus Samples, as that part of the package is not required for OctoXR to work and adds unnecessary bloat to our project, if you ever decide to use the samples, you can always just reimport them!

OctoXR integration

Finally, when you're done setting up all of the prerequisites, if you already haven't, download OctoXR from the Asset Store and then install and import it using the Package Manager.
Once imported, OctoXR will give you an option to automatically set up all layers and physics settings, if by any chance you miss this you can always access it from Window>OctoXR>Setup Window!
Your project is now good to go! We recommend checking out the sample scenes provided in OctoXR > Samples if you want to play around, if you want to get started with building something of your own then head on over to a How To Use section of your desired feature up and running in no time!
Last modified 6mo ago