Had the plan of going to college to learn how to develope videogames but ended up choosing a diferent major and going a completely diferent path. 12yrs in my career now and I make good money but now I sit here with no programing or coding knowledge to go along with the passion I still have. Thank you for breaking this down Barney style step by step and actively answering questions. Now I can start this as a hobby without the pressure of it being the way I eat. Just being able to pick up and walk with that cube meant a lot.
Same, friend! I was planning to go to college for game development/ animation, but I decided to go into the medical field. So grateful for TH-cam and channels like this (and a plethora of other resources) so that I can still enjoy these activities even if it's only hobby level.
Good tutorial thanks. One small hint concering the render modes. "Single Pass Instanced" does not only render the scene once and displays the same image per eye but will output an image per eye with the camera offsetted slightly, so the result is exactly what "Multi Pass" will output. So both methods lead to idendical results for "VR visuals". :) The difference lies in the workload send to the graphics adapter. Instead of dispatching every drawcall twice, SPI uses instancing and let the GPU do the heavy lifting. This obviously will take off pressure from the CPU. The GPU then renders the geometry twice and per eye adjustment is done on per instance basis. The result, in the end, is the same as running MP. If the output differs its a strong indicator that certain shaders are lacking instancing support.
10:30 XRI default input actions window, if you missed how this windows appears because of the fast video edit, you need to double click the "XRI defautl input actions" in assets->samples->xr interaction toolkit-2.0… -> default input actions
I'm on version 2021.2.13f1 and it looks like XRI Default Actions is called Starter Assets now? That is the only other option available besides XR Device Simulator for downloading. When you open the file under assets it describes the items as XRI Default...things so I hope I'm good to go :D
@@JustinPBarnett Hey Justin, I saw someone in the comments say you had said this won't work on a Mac. I must have missed that part. Is that really the case? I got this to kinda work using the old tutorial, everything looked good in Unity, and I got it to show up in my unknown sources on my Quest 2. However, the controllers were jacked. I had no movement, except for inverted head movements. Your thoughts? (P.S. I'm joining the Discord now).
@@servanttofriend8481 Unfortuanately you cannot test your Unity VR project on a Mac device. You'll need to build to a standalone headset to test your app.
@@JustinPBarnett Yeah, I figured that out. That XRTerra link I posted helped me a bunch. I can grab and throw objects, move around, etc. But, I still don't have movement with my joysticks on my Quest controllers. I've tried both device-based and action-based. Both produced the exact same results. Any ideas?
Life saver .. .thank you for putting this together. Like many other folk, was trying to adapt the old tutorials and would always hit a snag ... Now I've built my first VR experience ... Many thanks!
This is awesome! So many video series die or become incredibly hard to follow once changes occur, but the fact that you noticed this and released a new video shows great dedication
Lemme just say, I was looking to make a VR game, wasn't expecting a new tutorial for this year, so I searched up Unity tutorial, also didn't expect it to be a VR tutorial as well, thanks for this!
this is great! please continue with this right from where you left off and make a whole simple game showing all the basic stuff like, get rid of the lazer pointers and add hands, open doors, changing scenes , teleporting player to new area, triggering sounds, adding guns, adding collision triggers etc. your style of video makes it easy to follow i love it keep up the good work
This is an excellent and efficient tutorial to get up and running! I was trying to adapt other tutorials (that use older packages), and was running into SO MANY problems. Thank you!
I'd like to second that! I am only half way and I was already able to run the project in my Q2. You've got yourself a new subscriber! I would just like to mention that if I allow the USB Debugger then I won't be able to activate Link. I do not know if this is the same for Quest, but for Quest 2 you have to choose Cancel for the USB Debugging. This way Q2 will ask you if you want to use Link. It's been almost 6 months since this video was released, maybe this was different at that time. Thanks a bunch JPB! :)
An optional change to what is shown in this video for the Oculus is in @ 6:40 is to set the Stereo Rendering Mode as Multiview instead of Multi Pass. At the moment, this is kinda-unique to the Quest/Meta standalone internal rendering pipeline. In simple words, the differences are as such: *Single Pass: Render a single view displayed to both eyes.* For a game you play from afar or for a front-only experience, this could be a solution as it's lightweight on the rendering. The issue with this is that anything close by the user's point of view will seem blurry/doubled because there's no angle between both eyes. Still, this can be useful for experiences like an interactive movie where the distance between the user and content is always under controls. *Multi Pass: Render a view for both eyes separately.* This is the common standard of VR gaming nowadays and also why VR usually takes such a toll on rendering. Basically, this double the framerate generated by the rendering pipeline (meaning that to see at 30 FPS, you need to render at 60FPS) as both eyes are rendered in sequence one after the other at different angles. This is also the reason why many games on Quest 2 standalone looks like 1 or even 2 console gen behind (graphically and, sometimes, elsewhere) from the PCVR (PC-rendered) version. The quality of this mode is that it's natively compatible with any common rendering techniques since both eyes' camera render in a regular way. *Multiview: Render a single texture for both eyes, but both half of the rendered is produced from a slightly different MATRIX in the world, then the result is cut in half and each half is rendered in an eye.* This is, to put it simply, like a chimera between Single Pass and Multi Pass. It works like a Single Pass on how it render, frame-wise, but display a result that is like Multi Pass to the user's eyes. Now, this might sounds like the perfect mode, but it comes with its own set of prices. First, the overall resolution of both eyes is lower than Multi Pass (in standalone at least). Remember that it render a single render to cover both eyes and there's a limit to how much you can render (buffer) in pixel in a single frame. It's not like you can get a 2x wider render just like magic so that it can be cut and display for both eyes. Hence, you may get a drop in pixels density if you want proper performance in Multiview. Second, the rendering pipeline is not your typical Single Pass render. While the default shaders available in Unity already take into account Multiview, if active, custom shaders might not. There are many devs who struggle using Multiviews as their custom UI shaders (like custom masks) as well as some in-game assets with custom shader (for customization as an example) doesn't render at all. Third, while there are documentation on the META website ( developer.oculus.com/documentation/native/android/mobile-multiview/ ), the overall public information or examples are few and rare. Unlike Multi Pass or Single Pass that uses regular rendering methods where you can find massive amount of example online for whatever you need, Multiview has barely anything else than technical generic examples. What this means is that you should not go into Multiview if you don't have advanced knowledge in coding shaders and even less if you're using stuff from an asset store that comes with custom shader. But, if you can work with the default shaders in Unity, you can work with Multiview and it can result in better performance than Multi Pass such as a smoother framerate and less consumption on the battery (as you don't need to render separate frame for each eyes, so you don't need that doubled framerate from Multi Pass).
I figured this out today and noticed this while re-watching this video while I was practicing on some experimental projects but at around 7:55 it is explained that enabling the pre-release packages doesn't show the preview packages anymore, but if you also check the Show Dependencies then they will show preview packages. Hopes this helps some people who are learning like I am. :)
I was just following your vr tutorial yesterday and quite a few things are different now but I just about figured it out, although with a few bugs. this video will be great help for people wanting to start their Unity VR preojects! thank you for making this video
I literally went through the same thing yesterday, too. I got it working to the point where everything seemed right but I couldn't quite get it to run, but alas, I'm on a mac and didn't know that it isn't working yet on mac, so that nugget was super helpful. I still think there's something off about my setup but I only caught the end of this video and will re-watch from the beginning to figure it out. Thanks for making content like this Justin! Time permitting, I'll be joining the Discord chat to dive deeper into VR development :)
@@dannelalbert7111 What? Not working on Mac? Really? I got this to run in Oculus as an unknown source. However, the controls were not right. I could only see the "construction site", and when I moved my head everything was inverted... Is this why it didn't work properly? Because I have a Mac? (MacBook Pro A1278... Mid 2012) Am I totally f*cked?
I've been doing multimedia for years. I was one of the first on scene with Mp4 years ago. Spielberg saw one of my first DVD authored videos at a private BDay party. He said great job. Well, still at it and been working with IClone 7. Making the move to Unity because of the interactivity. Been searching for awhile for a semi up to date compact tutorial that basically says it all. All I can say is that they are probably not paying this guy enough! Thanks very much.
Three years ago I worked a bit with Oculus development in Unity for the "Oculus Go" , and even though the dev tools were a bit too cumbersome for my old PC at the time, the "experiment" was successful, but the toolchain was complex and buggy at times. Fast-forward to today, the tools are far more refined, with new features being added constantly. The problem is that I want to go "all-in", but as the Covid pandemic winds down, I worry that people will be abandoning their VR headsets as they return to normal life. It would be sad enough to lose these people as casual contacts within VR, sadder still that the "devs in quarantine" will be returning to their normal day jobs, having less time to contribute, but I'm hoping the worst aspect of their departure, "losing the momentum of expanding the art", does not delay the awesome worlds they are helping us build. IMO, the hardware and dev tools are manageable enough to empower many people who otherwise would not have given it a second look, and the pandemic left many people seeking ways to pass the time, many who discovered VR for the first time, and others who discovered how much it has improved, so there are a LOT of people who can see its increasing value. I hope that, if these people no longer have time to contribute, they will at least "spread the word" and keep this awesomely disruptive, yet evolutionary step for humanity moving forward.
i spent almost 2 hours to fix all the stuff that you explained in the first 6 minutes because i was using old tutorials.. thank you.. if only i found your video first
Thank you for this tutorial. It's been about 2 years since I last played around with VR in Unity. So much has changed and the old tutorials I followed back then are pretty much obsolete now.
I usually don't comment youtube videos, but this video is the best. I'm a java developer and my dream is to make VR games, just doing the basic actions was the best! walking, turning, grabing and seeing inside something that I did was so cool. (Actually I know that I did nothing, I just used the pre-settings. But It was a big step!!) Thank you Justin, your tutorial was the best of the best!!!!!!!!
Since November 3, 2022, the XR Interaction Toolkit (v.2.0.4) has been added into the regular packages and doesn't require you to load it from GIT anymore. (If you can't see it, you have the option to either update your Unity editor or use the GIT method displayed in this video.)
This video is helping me work on a potential concept for my BA graphic design senior showcase! Thank you so much! I was spending hours trying to figure out what I was doing wrong and this video and template finally helped make progress. Definitely gonna go through more of your tutorials as I develop the concept.
considering how easy it is to set up a normal game, this compressed half hour of clicking buttons really shows that the dev side is not very mature yet... thank you for guiding us through the jungle!
if 'Play' button doesn't work for some of you, then go to File -> Build Settings, then in Platform set to Android and in side menu 'Run Device' choose Oculus Device, then hit 'Switch Platform' at the bottom . After that press 'Build and Run' and it should build/deploy/run it in Quest. Also make sure that you set your Oculus Quest 2 developer mode to 'On' from your phone Oculus App.
i did all that and got this message: [02.04.05] File C:\Users\Mark_\androidrepositories.cfg could not be loaded. UnityEngine.GuiUtility.ProcessEvent(int,intptr,bool&) any help please?
I was able to get it to work with Run Device -> All Compatible Devices even though occulus did not show for me, the linking was working and I could test it on my device.
Thanks so much! I spent hours on many others unity tutorial and none of them was so precise and useful! Really apprecciated your video, it is so clear! Unfortunately I am one of the Linux user who is bound to build the project.apk, install it on oculus quest (I use SideQuest) and then use it. Your tutorial made me able to run my first app. Super useful, super clear. Thank you!
Hi Justin. Great video thanks! I tried making an OpenXR controller last year but ended up giving up and using a device-based controller instead. Is there any chance you could expand on this tutorial in the next one by fleshing out the controller into a common controller setup? What I mean is just stuff like remapping the teleport to (for example) the left primary button, changing the teleport line to an arc, adding hand presence and hand animations, that kind of stuff.
For now I'd check out the other movement or interaction tutorials. I'm working on recording tutorials where I make a full game from scratch that will be a little more intermediate/advanced for people who want some more advanced content!
If you're seeing the Oculus Home Scene when you run the head-set (the animated home location that is) then your link cable probably isn't working properly. I used a USB 2.0 port and although the software 'recommends' using 3.0 it doesn't say it is a requirement. But when I switched to air-link (under experimental in settings) the home changed to an infinite white plane with a different menu bar. At this point running in the editor (using the template, thanks Justin!) cast to the Quest 2 correctly.
Awesome Justin, just joined the Discord, thanks for keeping us up to date with the latest changes. There's some comprehensive videos out there that help, but I've found your approach so helpful. keep up the great work.
My favorite part of the video... "It's like you just have to know the secret word". Thanks, I was losing my mind trying to figure out where it went after I updated.
Enroll in the FREE VR Dev Course: www.vrcreators.io/free-vr-dev-course *(updated)* Download Unity's newly released example project: github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples
Amazing and a huge help! thank you for taking the time to do this! Legend! And yes it is insanely annoying how often Unity change naming's and terminologies constantly to the point that previous tutorials become redundant, and even their own documentation!
woot! Thank you for such an awesome tutorial! I've recently switched to Oculus from Vive for development in Unity, and wouldn't have succeeded starting it without you! Looking forward to more of your videos! Thanks!!
Did the VR course by unity and that one is great but they dont really show how to set up an vr game, they just give you an template (at least in the first few hours of the course). So great to see this in such a comprehensive form.
This video is amazing. Super easy to follow along. You nail all the points and provide tons of small tid bits of helpful info. 10/10. Easy sub/bell notification
Bless you! Just upgraded my Oculus from 1 to 2 and have to re-setup my dev environment. I stopped upgrading my environment months ago because of how many times I had to upgrade it. Between Unity upgrades and Oculus Integration upgrades, it can get insane. I wish there was a better way. Thanks so much! P.S. We don't need Android Studio anymore?!
@@JustinPBarnett perhaps more than a year ago in tutorials one of the first steps was to install Android Studio and make sure you had the latest android SDK installed on Windows. Guess that has changed LOL!
Honestly just picked up a Quest 2 to try my hand at Unity VR Dev and man, your tutorials are quick, to the point, and super helpful.Thank you! Just gained a sub!
@@JustinPBarnett no problem at all. always happy to support my fellow content creators. i am looking forward to improving on my own current video format i have uploaded and, in the future, trying to create content as good as yours in the long term.
thanks for the updated video. you are right so much of the vr setup stuff changes that just needs to be done right in order to have anything working it might be worthwhile making a video like this every 3 months or so :D However there is one thing I disagree with. Single pass instanced rendering is as far as I know always preferable to multi pass (and unity does correctly render a stereo vr image inside the headset if set to this). single pass instanced renders Object A on left eye and right eye at the same time using instancing while multi pass renders one eye entirely than the other theoretically creating twice the amount of draw calls which is unnecessary slow. Multi view and Single Pass Instanced are very similar and depending on which hardware you are using it might be called one or the other. I read open xr supports hand tracking now, would be super nice to get a video on that as well.
unbelievable tutorial! Thank you so much for making this, and explaining every detail. For me it is extremely important to build from the ground up and you did a great tutorial doing that. You got a new subscriber!!
Thank you so much man! I literally started my vr game dev journey yesterday and was struggling for a good amount of time with some of your old tutorials. Thx so much for the template and explaining everything really well. You are one of the most helpful TH-cam channels I’ve seen.
This is probably already in the comments somewhere, but in case not - you can use air link. So, you could be testing your stuff wirelessly. Pretty neat
Download the source code here: value.vrcreators.io/2022
I tried to download and it gave me this message:
"Account is cancelled and can not accept new subscribers."
@@jamjammoto exactly same with me
Some changes I have noticed:
Default Input actions -> Starter assets
XR Origin (Action Based) -> XR Origin (VR)
thanks
thank you!
Omg thank you xx
Thanks
Thank you!
Just a heads up. They renamed Default Input actions to starter assets.
Yea I saw that! Thanks
thanks
Thanks dude
Thanks
ty
Had the plan of going to college to learn how to develope videogames but ended up choosing a diferent major and going a completely diferent path. 12yrs in my career now and I make good money but now I sit here with no programing or coding knowledge to go along with the passion I still have. Thank you for breaking this down Barney style step by step and actively answering questions. Now I can start this as a hobby without the pressure of it being the way I eat. Just being able to pick up and walk with that cube meant a lot.
You're so welcome. Glad I could help out. Keep at it and I'm sure you'll be making sweet games in no time!
Same, friend! I was planning to go to college for game development/ animation, but I decided to go into the medical field. So grateful for TH-cam and channels like this (and a plethora of other resources) so that I can still enjoy these activities even if it's only hobby level.
Good tutorial thanks. One small hint concering the render modes. "Single Pass Instanced" does not only render the scene once and displays the same image per eye but will output an image per eye with the camera offsetted slightly, so the result is exactly what "Multi Pass" will output. So both methods lead to idendical results for "VR visuals". :) The difference lies in the workload send to the graphics adapter. Instead of dispatching every drawcall twice, SPI uses instancing and let the GPU do the heavy lifting. This obviously will take off pressure from the CPU. The GPU then renders the geometry twice and per eye adjustment is done on per instance basis. The result, in the end, is the same as running MP. If the output differs its a strong indicator that certain shaders are lacking instancing support.
Amazing explanation. Thanks!
10:30 XRI default input actions window, if you missed how this windows appears because of the fast video edit, you need to double click the "XRI defautl input actions" in assets->samples->xr interaction toolkit-2.0… -> default input actions
Thanks!
I'm on version 2021.2.13f1 and it looks like XRI Default Actions is called Starter Assets now? That is the only other option available besides XR Device Simulator for downloading. When you open the file under assets it describes the items as XRI Default...things so I hope I'm good to go :D
@@mirvaniagray417 Thanks for that, panicked when I didn't find it XD
@@JustinPBarnett i got stuck here and went in the comments hoping for help and found this.
Thank you
Thank you this is perfect timing, I was half way through the 2021 tutorial, and things had changed. So this is much appreciated Justin
You're very welcome!
@@JustinPBarnett Hey Justin, I saw someone in the comments say you had said this won't work on a Mac. I must have missed that part. Is that really the case? I got this to kinda work using the old tutorial, everything looked good in Unity, and I got it to show up in my unknown sources on my Quest 2. However, the controllers were jacked. I had no movement, except for inverted head movements. Your thoughts? (P.S. I'm joining the Discord now).
@@servanttofriend8481 Unfortuanately you cannot test your Unity VR project on a Mac device. You'll need to build to a standalone headset to test your app.
@@JustinPBarnett Yeah, I figured that out. That XRTerra link I posted helped me a bunch. I can grab and throw objects, move around, etc. But, I still don't have movement with my joysticks on my Quest controllers. I've tried both device-based and action-based. Both produced the exact same results. Any ideas?
Same
Life saver .. .thank you for putting this together. Like many other folk, was trying to adapt the old tutorials and would always hit a snag ... Now I've built my first VR experience ... Many thanks!
Thank you so much for these tutorials they're making VR Game development so much easier less intimidating
That's the idea! Best of luck to you!
This is awesome! So many video series die or become incredibly hard to follow once changes occur, but the fact that you noticed this and released a new video shows great dedication
Trying to stay current!!
Lemme just say, I was looking to make a VR game, wasn't expecting a new tutorial for this year, so I searched up Unity tutorial, also didn't expect it to be a VR tutorial as well, thanks for this!
Glad I could help!
I know this video is a year old but I come back to it again and again every time I want to set up a new project. Thank you so much.
Glad it was helpful!
this is great! please continue with this right from where you left off and make a whole simple game showing all the basic stuff like, get rid of the lazer pointers and add hands, open doors, changing scenes , teleporting player to new area, triggering sounds, adding guns, adding collision triggers etc. your style of video makes it easy to follow i love it keep up the good work
I was following outdated tutorials and couldn't get this stuff to work anymore!
Thank you so muuch for this up to date tutorial, you saved me here! :D
You’re so welcome!
This is an excellent and efficient tutorial to get up and running! I was trying to adapt other tutorials (that use older packages), and was running into SO MANY problems. Thank you!
You're so welcome!
I'd like to second that! I am only half way and I was already able to run the project in my Q2. You've got yourself a new subscriber!
I would just like to mention that if I allow the USB Debugger then I won't be able to activate Link. I do not know if this is the same for Quest, but for Quest 2 you have to choose Cancel for the USB Debugging. This way Q2 will ask you if you want to use Link. It's been almost 6 months since this video was released, maybe this was different at that time.
Thanks a bunch JPB! :)
An optional change to what is shown in this video for the Oculus is in @ 6:40 is to set the Stereo Rendering Mode as Multiview instead of Multi Pass.
At the moment, this is kinda-unique to the Quest/Meta standalone internal rendering pipeline.
In simple words, the differences are as such:
*Single Pass: Render a single view displayed to both eyes.*
For a game you play from afar or for a front-only experience, this could be a solution as it's lightweight on the rendering. The issue with this is that anything close by the user's point of view will seem blurry/doubled because there's no angle between both eyes. Still, this can be useful for experiences like an interactive movie where the distance between the user and content is always under controls.
*Multi Pass: Render a view for both eyes separately.*
This is the common standard of VR gaming nowadays and also why VR usually takes such a toll on rendering. Basically, this double the framerate generated by the rendering pipeline (meaning that to see at 30 FPS, you need to render at 60FPS) as both eyes are rendered in sequence one after the other at different angles. This is also the reason why many games on Quest 2 standalone looks like 1 or even 2 console gen behind (graphically and, sometimes, elsewhere) from the PCVR (PC-rendered) version. The quality of this mode is that it's natively compatible with any common rendering techniques since both eyes' camera render in a regular way.
*Multiview: Render a single texture for both eyes, but both half of the rendered is produced from a slightly different MATRIX in the world, then the result is cut in half and each half is rendered in an eye.*
This is, to put it simply, like a chimera between Single Pass and Multi Pass. It works like a Single Pass on how it render, frame-wise, but display a result that is like Multi Pass to the user's eyes. Now, this might sounds like the perfect mode, but it comes with its own set of prices.
First, the overall resolution of both eyes is lower than Multi Pass (in standalone at least). Remember that it render a single render to cover both eyes and there's a limit to how much you can render (buffer) in pixel in a single frame. It's not like you can get a 2x wider render just like magic so that it can be cut and display for both eyes. Hence, you may get a drop in pixels density if you want proper performance in Multiview.
Second, the rendering pipeline is not your typical Single Pass render. While the default shaders available in Unity already take into account Multiview, if active, custom shaders might not. There are many devs who struggle using Multiviews as their custom UI shaders (like custom masks) as well as some in-game assets with custom shader (for customization as an example) doesn't render at all.
Third, while there are documentation on the META website ( developer.oculus.com/documentation/native/android/mobile-multiview/ ), the overall public information or examples are few and rare. Unlike Multi Pass or Single Pass that uses regular rendering methods where you can find massive amount of example online for whatever you need, Multiview has barely anything else than technical generic examples.
What this means is that you should not go into Multiview if you don't have advanced knowledge in coding shaders and even less if you're using stuff from an asset store that comes with custom shader. But, if you can work with the default shaders in Unity, you can work with Multiview and it can result in better performance than Multi Pass such as a smoother framerate and less consumption on the battery (as you don't need to render separate frame for each eyes, so you don't need that doubled framerate from Multi Pass).
Super useful, thanks!!
I figured this out today and noticed this while re-watching this video while I was practicing on some experimental projects but at around 7:55 it is explained that enabling the pre-release packages doesn't show the preview packages anymore, but if you also check the Show Dependencies then they will show preview packages. Hopes this helps some people who are learning like I am. :)
Ooo haven't tried that combination yet. Thanks for the tip!
Very concise and well spoken, I've found that while watching I'll have a question about something and you answer it a few seconds later.
Awesome! Glad I can help
I was just following your vr tutorial yesterday and quite a few things are different now but I just about figured it out, although with a few bugs. this video will be great help for people wanting to start their Unity VR preojects! thank you for making this video
Absolutely! I'm sure there will be several more update videos in the future too 😅
I literally went through the same thing yesterday, too. I got it working to the point where everything seemed right but I couldn't quite get it to run, but alas, I'm on a mac and didn't know that it isn't working yet on mac, so that nugget was super helpful. I still think there's something off about my setup but I only caught the end of this video and will re-watch from the beginning to figure it out. Thanks for making content like this Justin! Time permitting, I'll be joining the Discord chat to dive deeper into VR development :)
@@dannelalbert7111 What? Not working on Mac? Really? I got this to run in Oculus as an unknown source. However, the controls were not right. I could only see the "construction site", and when I moved my head everything was inverted... Is this why it didn't work properly? Because I have a Mac? (MacBook Pro A1278... Mid 2012) Am I totally f*cked?
@@dannelalbert7111 Where in the video does he say this won't work on Mac?
I've been doing multimedia for years. I was one of the first on scene with Mp4 years ago. Spielberg saw one of my first DVD authored videos at a private BDay party. He said great job. Well, still at it and been working with IClone 7. Making the move to Unity because of the interactivity. Been searching for awhile for a semi up to date compact tutorial that basically says it all. All I can say is that they are probably not paying this guy enough! Thanks very much.
Wow thanks so much! Really appreciate that. And congrats on the multimedia success!
Three years ago I worked a bit with Oculus development in Unity for the "Oculus Go" , and even though the dev tools were a bit too cumbersome for my old PC at the time, the "experiment" was successful, but the toolchain was complex and buggy at times.
Fast-forward to today, the tools are far more refined, with new features being added constantly.
The problem is that I want to go "all-in", but as the Covid pandemic winds down, I worry that people will be abandoning their VR headsets as they return to normal life. It would be sad enough to lose these people as casual contacts within VR, sadder still that the "devs in quarantine" will be returning to their normal day jobs, having less time to contribute, but I'm hoping the worst aspect of their departure, "losing the momentum of expanding the art", does not delay the awesome worlds they are helping us build.
IMO, the hardware and dev tools are manageable enough to empower many people who otherwise would not have given it a second look, and the pandemic left many people seeking ways to pass the time, many who discovered VR for the first time, and others who discovered how much it has improved, so there are a LOT of people who can see its increasing value. I hope that, if these people no longer have time to contribute, they will at least "spread the word" and keep this awesomely disruptive, yet evolutionary step for humanity moving forward.
We're definitely on the cutting edge. I do think it'll be several years before VR is fully embraced yet though
i spent almost 2 hours to fix all the stuff that you explained in the first 6 minutes because i was using old tutorials.. thank you.. if only i found your video first
Oh no! Yea Unity is constantly updating their XR stuff
Thank you so much, I was trying to set up Unity a coupe weeks ago and was failing horribly because most of the tutorials were for older versions.
You're welcome!
Thank you for this tutorial. It's been about 2 years since I last played around with VR in Unity. So much has changed and the old tutorials I followed back then are pretty much obsolete now.
Right?! You're so welcome!
You make VR learning so much FUN thanks for sharing your knowledge!
Glad you enjoy it! You're so welcome!
I usually don't comment youtube videos, but this video is the best. I'm a java developer and my dream is to make VR games, just doing the basic actions was the best! walking, turning, grabing and seeing inside something that I did was so cool. (Actually I know that I did nothing, I just used the pre-settings. But It was a big step!!)
Thank you Justin, your tutorial was the best of the best!!!!!!!!
You're so welcome! Best of luck on your VR journey
Since November 3, 2022, the XR Interaction Toolkit (v.2.0.4) has been added into the regular packages and doesn't require you to load it from GIT anymore. (If you can't see it, you have the option to either update your Unity editor or use the GIT method displayed in this video.)
Most detailed vr tutorial i have ever seen. I need this so much other peopel never say any of this
You’re so welcome!
This video is helping me work on a potential concept for my BA graphic design senior showcase! Thank you so much! I was spending hours trying to figure out what I was doing wrong and this video and template finally helped make progress. Definitely gonna go through more of your tutorials as I develop the concept.
Glad I could help!
considering how easy it is to set up a normal game, this compressed half hour of clicking buttons really shows that the dev side is not very mature yet... thank you for guiding us through the jungle!
You're so welcome!
I would like to Thank you for all your videos🥹
I started to watch your videos one week before my project deadline and passed it with A grade
"You can get over it" - Thanks Justin 😂😂
Hahaha
if 'Play' button doesn't work for some of you, then go to File -> Build Settings, then in Platform set to Android
and in side menu 'Run Device' choose Oculus Device, then hit 'Switch Platform' at the bottom .
After that press 'Build and Run' and it should build/deploy/run it in Quest.
Also make sure that you set your Oculus Quest 2 developer mode to 'On' from your phone Oculus App.
Thanks!!
i did all that and got this message:
[02.04.05] File C:\Users\Mark_\androidrepositories.cfg could not be loaded.
UnityEngine.GuiUtility.ProcessEvent(int,intptr,bool&)
any help please?
or maybe check your openxr runtime
I was able to get it to work with Run Device -> All Compatible Devices
even though occulus did not show for me, the linking was working and I could test it on my device.
Mate, I had broken my project, thought I had to start over, and this video got me back on the rails. Thank you!
OMG thank you! Unity keeps changing things up so much it is hardly recognizable each time I start a new prototype/project. 🤦🏼♂️
Right?! Figured it was time for an official update video
Thanks, I've tried countless times to get a simple VR setup working and failed. This worked first time and explained very well
XR Origin (Action Based) is now XR Origin (VR)
Thanks a lot
Thanks so much! I spent hours on many others unity tutorial and none of them was so precise and useful!
Really apprecciated your video, it is so clear!
Unfortunately I am one of the Linux user who is bound to build the project.apk, install it on oculus quest (I use SideQuest) and then use it.
Your tutorial made me able to run my first app. Super useful, super clear.
Thank you!
Hi Justin. Great video thanks! I tried making an OpenXR controller last year but ended up giving up and using a device-based controller instead. Is there any chance you could expand on this tutorial in the next one by fleshing out the controller into a common controller setup? What I mean is just stuff like remapping the teleport to (for example) the left primary button, changing the teleport line to an arc, adding hand presence and hand animations, that kind of stuff.
Check out my inputs video!
Thanks a lot for this tutorial, has been a life saver. Ended up with errors from all the other VR Unity Setup tutorials. This one was flawless.
"Default Input Actions" is now "Starter Assets"
Yea just saw that yesterday!
to people stuck on action manager stuff you have to add the origin and interaction manager manually for newer versions
Does anyone have good recommendations of a 'next step' tutorial series for something like this?
For now I'd check out the other movement or interaction tutorials. I'm working on recording tutorials where I make a full game from scratch that will be a little more intermediate/advanced for people who want some more advanced content!
@@JustinPBarnett Looking forward to it!
I'm all setup and now armed with enough basic knowledge to port my android game over to vr. Thank you!!
instead of it saying default input actions it just says "starter assets"
Yup! They changed the name recently
Thanks ive always wanted to do this!
You got it!
Thanks a lot!!!!! Quite nice for a beginner!!!
I'm begining to code for Quest II, and this was very helpfull. Sometimes it's dificult to find updated information, thank you very much!!!
You're very welcome!
This tutorial is awesome. Super simple and easy to follow. It's gotten easier than ever to make a VR app now.
Glad it helped!
just getting into vr game development and this video really helped thx.
You're welcome!
this is perfect timing i just got my oculus link cable and now i can start developing a game for it
Have fun!!
Best tut out there. Thanks and following!
Thanks so much!
You really have no idea how you just saved my life. lol. I love you JPB!! XD
You’re so welcome! Best of luck to you!
If you're seeing the Oculus Home Scene when you run the head-set (the animated home location that is) then your link cable probably isn't working properly. I used a USB 2.0 port and although the software 'recommends' using 3.0 it doesn't say it is a requirement. But when I switched to air-link (under experimental in settings) the home changed to an infinite white plane with a different menu bar. At this point running in the editor (using the template, thanks Justin!) cast to the Quest 2 correctly.
Awesome Justin, just joined the Discord, thanks for keeping us up to date with the latest changes. There's some comprehensive videos out there that help, but I've found your approach so helpful. keep up the great work.
Awesome, thank you!
just got my quest 2 today super excited thank you!!!
Good luck!!
first tutorial I found that works 10/10
My favorite part of the video... "It's like you just have to know the secret word". Thanks, I was losing my mind trying to figure out where it went after I updated.
Haha yea learning the terms is probably the hardest part in my opinion
very helpful for starters like me lol Thank You for the content!! luv
You’re so welcome!
This tutorial is incredible. Thank you so much!
You're very welcome!
This tutorial is THE ONE! Thank you Justin so much! :)
THANK YOU for this, there was like no documentation on this and I was about to just give up on everything
As a new Quest 2 owner that tip about the cable was super helpful! Thanks!
Enroll in the FREE VR Dev Course: www.vrcreators.io/free-vr-dev-course
*(updated)* Download Unity's newly released example project: github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples
On github it says: "Follow the readme instructions" which are not present, or at least, not obvious where that readme is.
Is there a way to make this template have a more unique name?
Are there examples with animated hands in this project? Thank you for sharing.
@@FrancoPenizzotto no not in this project
2021.2.10f1 just dropped.
Hi Justin. Great intro to VR development in Unity. Subbed. Looking forward to more content.
Hey, thanks!
Thank you, I’m waiting for an up to date video for months!
Glad you enjoyed!
This is so helpful. Had a sudden urge to make a Physics based vr game to mess around in and this helped scratch that itch.
The tip with the Quest 2 link cable through the strap was the pro tip!
Amazing and a huge help! thank you for taking the time to do this! Legend!
And yes it is insanely annoying how often Unity change naming's and terminologies constantly to the point that previous tutorials become redundant, and even their own documentation!
Glad it helped!
OMG! this was an amazing tutorial! Thanks so much! Stoked right now!
Great job 🏅 Updating is very importand as it saves a lot of frustration when starting with Oculus Quest. Keep up doing fantastinc tutorials. 🏆
Thanks, will do!
Excellent. You just got a subscriber. Wow answered every question I had.
woot! Thank you for such an awesome tutorial! I've recently switched to Oculus from Vive for development in Unity, and wouldn't have succeeded starting it without you! Looking forward to more of your videos! Thanks!!
Great to hear! Keep up the good work!
Thanks for the tutorial!
This really helped me out!
Glad to hear that!
Did the VR course by unity and that one is great but they dont really show how to set up an vr game, they just give you an template (at least in the first few hours of the course). So great to see this in such a comprehensive form.
This video is amazing. Super easy to follow along. You nail all the points and provide tons of small tid bits of helpful info. 10/10. Easy sub/bell notification
Glad you enjoyed it!
Great video!! Nice and clean. That template was AWESOME. Huge thanks man
Thanks for the video! Excited to learn
You bet!
thankyou this helped a lot
Still an awesome tutorial in 2023! Thanks a lot!
Worked perfectly first time on Rift.
Bless you! Just upgraded my Oculus from 1 to 2 and have to re-setup my dev environment. I stopped upgrading my environment months ago because of how many times I had to upgrade it. Between Unity upgrades and Oculus Integration upgrades, it can get insane. I wish there was a better way. Thanks so much!
P.S. We don't need Android Studio anymore?!
When did we need android studio? 😅
@@JustinPBarnett perhaps more than a year ago in tutorials one of the first steps was to install Android Studio and make sure you had the latest android SDK installed on Windows. Guess that has changed LOL!
Great video! I have been wanting to give it a go and this video is definitely going to a massive help!!
Brilliant tutorial, you really demystified the whole process. :)
Glad to hear!
Honestly just picked up a Quest 2 to try my hand at Unity VR Dev and man, your tutorials are quick, to the point, and super helpful.Thank you! Just gained a sub!
Thanks so much! Glad I could help
This is the ultimate tutorial for 2022. Thank you very much for the work!
I really appreciate that!!
wonderful content Justin P Barnett. I broke that thumbs up on your video. Maintain up the terrific work.
Thanks so much!!
@@JustinPBarnett no problem at all. always happy to support my fellow content creators. i am looking forward to improving on my own current video format i have uploaded and, in the future, trying to create content as good as yours in the long term.
Nice! I was going to set something like this up for a class but I'll just use yours. Much Appreciated!
Sure thing!
Thank you so much for the detailed tutorial and template
thanks for the updated video. you are right so much of the vr setup stuff changes that just needs to be done right in order to have anything working it might be worthwhile making a video like this every 3 months or so :D
However there is one thing I disagree with. Single pass instanced rendering is as far as I know always preferable to multi pass (and unity does correctly render a stereo vr image inside the headset if set to this). single pass instanced renders Object A on left eye and right eye at the same time using instancing while multi pass renders one eye entirely than the other theoretically creating twice the amount of draw calls which is unnecessary slow. Multi view and Single Pass Instanced are very similar and depending on which hardware you are using it might be called one or the other.
I read open xr supports hand tracking now, would be super nice to get a video on that as well.
I'll hae to look into the hand tracking stuff! That's exciting if so. And good point about the render modes
Thank you so much for this tutorial!!!!
You're so welcome!
unbelievable tutorial! Thank you so much for making this, and explaining every detail. For me it is extremely important to build from the ground up and you did a great tutorial doing that. You got a new subscriber!!
I literally just finished your last video of this and now this comes up cmonnn
Hahaha always more updates
This worked like a charm, Thanks a lot!
Thanks to you, I already know how to make a VR game, thanks
Have fun!
@@JustinPBarnett Thanks!
Thank you so much man! I literally started my vr game dev journey yesterday and was struggling for a good amount of time with some of your old tutorials. Thx so much for the template and explaining everything really well. You are one of the most helpful TH-cam channels I’ve seen.
Wow thanks so much! Glad I could help!
Yes , I am into this
THANKS... 4 Tutorials and Lots of hours wasted.. Your tutorial was perfect.... Thanks alot
This is probably already in the comments somewhere, but in case not - you can use air link. So, you could be testing your stuff wirelessly. Pretty neat
Air link is the bomb!
You are amazing! Just started game dev and you are literally the reason i'm learning! #ThanksJustin
Glad to hear it! Best of luck!