For anyone struggling with the part where he goes into the feature tab and selects "Oculus Touch Controller Profile", this part changed to be in the OpenXR tab. In this tab, click the plus arrow under "Interaction Profiles," and select the oculus touch controller profile here. Working 6/5/2021
Thank you for this! With how fast the technology is improving, it's crazy how fast things change or become depreciated/obsolete. New tutorials are going to have to be made every month lol
If you're trying this out with the latest and greatest versions, the "Room-Scale XR Rig (Action-based)" is now called "XR Origin (Action-based)". Make sure you set the origin mode to Floor after adding it.
For anyone having issues getting the controller (red beams) to work: The removed the Features tab so you can go to Project Settings > xr Plugin Manager > Openxr > PC tab and under interaction Profiles click the + and select the Oculus Touch Controller Profile
I couldn't get my controllers to work even after doing what you said, which I discovered on my own since the newer version deviates from this, but thank you for posting this though. Any thoughts to where I can start looking? I made sure to click and drag the default actions over to the xr origin (rig), though I'm not sure which xr origin I have since there were two and they both were labeled exactly the same.
Helpful tip for newbies: Make sure to switch your platform to android or whatever build you’re going for BEFORE you start importing assets and changing things around, it’ll save you a lot of time, I’m an advanced Unity user and I still forget to do this from time to time.
I am regularly watching your tutorial while working on some VR projects for Oculus Quest, and I can just say thank you so much for the clarity, honesty, calm and precise language.
They switched it but I FINALLY GOT IT WORKING, might create a video on this too: In 2021 it's Project Settings - > under XR Plug-in Management in 'OpenXR' tab, you add the Oculus Touch Controller Profile BUT YOU HAVE TO select under 'Play Mode OpenXR Runtime' - > 'Oculus'! This got it working for me! 7 16 2021 at 12PM D:
THANK YOU! THANK YOU!! THANK YOU!!! THANK YOU!!!! I have literally spent the last 24 hours trying desperately to get a build working onto my Oculus Quest 2, following instructions and YT Tutorials and every time, something breaks/fails to work, freeze or crash. This one works, now I can actually start making something. Thank You!
Hey Justin I am taking a VR/AR course this semester and each student were lent a brand new Oculus Quest 2! We have a semester long project of creating a virtual environment in Unity! This video has been VERY valuable to me and allowed me to kickstart my environment very quickly! So glad I found your channel. And of course, I am a new subscriber :).
This tutorial is gold! I would've given up if I had to figure all of this out on my own, so convoluted. I have a question though, I am using Unity 2020.2.23f1, at 8:26 in your video you select "Room Scale XR Rig (Action-Based)" but mine does not have that option and I have followed every step up to this point meticulously. The closest option I have is "XR Origin (Action Based)". So now I don't know what to do from here. Any suggestions? This is the first video of yours that i have watched and you are an excellent teacher. I have also become a Patreon supporter!
Pretty sure I followed everything correctly, but input from my controllers isn't doing anything. Anyone else having this problem? Also, love the content, very clear and well done
@@JustinPBarnett Thanks for answering. I did, which is what has me so confused. But by following your other tutorial ua-cam.com/video/_Zrde_WTaiI/v-deo.html, I got it fixed! Thanks so much
@@JustinPBarnett Yeah man thanks! Could you help me out and make tutorial on how virtual joysticks work? And like if possible how to fly plane w joystick?.. If not that’s really fine, I understand u have a bunch to do, no worries
I'm not exactly sure the best way to ask this, but here goes: when you're using oculus link, you can already view Unity and VS Code as desktop windows without even taking the headset off, but its really clunky to try to write code on the virtual keyboard. It seems like there are a few productivity apps out there that let you overlay a keyboard or use passthrough to see your real world keyboard and mouse, but I haven't yet figured out a way to bring it all together so I can quickly just make a few changes in Unity, then hit the "Play" button and immediately test the changes without ever taking the headset off. I was wondering if anyone else has figured out a good workflow for this? I'd love to be able to develop VR in VR and be able to take full advantage of having infinite monitors and all that.
I think this is just a hurdle of VR dev that we all have to get over! I'd personally feel much more effective jumping in and out of my desk than having to type in VR! bleh!
This is easily the easiest, most thoroughly explained Quest setup video I’ve seen to date. I purchased my Q2 2 weeks ago to try and create games and interactive environments. It’s been a frustrating learning curve until now. Keep up the good work Justin. I look forward to viewing your other videos. PS, do you have any recommendations in regards to learning the coding side? Thanks again.
Firefighter here… I’m wanting to dove into building a setup for interior fire attack or car accidents. My mind is going wild with options and multiplayer ability
Looking forward to this one! I've been making a game and hopefully should be on sidequest soon. I'll send you a link when it's up if your interested. Thought you might want to see/play it considering I learnt a lot from you while I was making it.
Also thought I'd say that would of given you some support on patreon to say thanks but I lost my job from the pandemic but I guess me saying thanks will have to do.
For anyone not finding the interaction toolkit/it not showing up: here's a little workaround. In the project manager go to the plus in the top left corner and click "Add package by name", then put the following line into the box: "com.unity.xr.interaction.toolkit" . Seems like they removed it or something, idk.
Before any Mac Users waste time as I did, this does not yet work on Mac. I tried it. You can however link wirelessly which is a minor plus, not having to worry if your cable is connnected. Why Oculus does not go this extra mile for the Mac Developers, I don't know.
I'm not sure what you mean when you say it doesn't work on the Mac. I can Build & Run and that seems to work fine. I don't have the part working when I press the Play button, but that's not to say it doesn't work at all. It's enough to get started for now.
XR Interaction Toolkit seems to be missing unless it was named to XR Plugin Management. I'm curious if this video was made before the Oculus releases in PM
Thanks for the video! Everything worked fine up until the point where I had to choose the Quest 2 in Unity in the build settings. Any idea why Unity doesn't show the OQ2? It only shows "default device" and "all compatible devices". I don't have the link cable, I am using the air link and it connected just fine with my pc through the desktop app. Could that be the problem though? Do I need the cable? Thank you! :)
If you haven't fixed it for yourself or for others in the feature seeing this issue: what helped me was selecting the correct ADB in the Oculus Dev Hub.
Hey you really got my motivation to the top wit this easy to follow tutorial! One question, im done with the entire tutorial and everything works except for going into playmode to test the scene Im on a quest (the first one) and all i can do right now to test my game is build it and run it on my device. When i hit play in unity i only see a stationary view from the xr rig center on my monitor and nothing opens in my vr headset And yes i have link enabled without any disconnection issues
@@Code227 sorry man i dont really remember but i think it had to do with the xr rig There was some setting i had to change for it to work idk if it was in the xr rig itself or somewhere in unity Look at some forums or videos, thats how i found the solution as well ;D
If you can't find the XR Interactions package, enable Previews (Project Settings > Package Manager) and go to Window > Package Manager > + > Add package by name > Enter "com.unity.xr.interaction.toolkit" (without the quote marks) > Don't enter a version number > Add/Done.
Very nice! I will support you. Are there any advantages if you ignore OpenXR and use the Oculus Integration Asset instead? I mean if you are just developing for the Oculus Qeust 2?
@@make-a-game-com thanks so much!! You can totally use the oculus integration if you prefer and are only developing for oculus devices. OVR toolkit has some nice features you can use, but you also won’t be able to use OpenXR specific components
Thanks for this... concise and easy to follow. Your voice is easy to listen to also. Its more than can be said about a lot of instructional videos. :) well done
Awesome video! Very well explained. I just got my Q2 and wanted to get into some simple game development and this for sure helped get the starting process going.
Thanks so much for this video. I was stuck on a problem with my build and you saved the day. Appreciate the pace of the video and level of detail as you go along.
5:29 I am having a problem with the Fix all, it will not work and just says that Switching to Max &Linux Standalone Windows Standalone Support is disabled. What do I do? Thank you
Your tutorials are illuminating & motivating. Would u b kind enough to guide me on how to use VR to simulate historical events/experience as a newbie please.
Great Tutorial! Does anyone else have the problem that the controllers don't work? I followed each step of the video. (replaced the xr rig with xr origin)
Justin, awesome, thank you! I wanted to additionally snap turn and move. Here is what I did... (I have no clue what I am doing but it worked. @Justin, is there a more proper way to do this?): 1- This makes Snap Turn Work: Add a Locomotion System in the hierarchy. Change the XR Rig setting under section "Locomotion System (Script)" to XR Rig). This allowed snap turning using both controllers and even 180 turns by "turning" backwards. 2- To Move: In the newly added Locomotion System, Add Component: Continuous Move Provider (Action Based). Left hand can now move and straf. But since the left hand was able to also snap turn, you need to disable snap turn from the left hand so that you can only straf (or the other way). I disabled the left hand Snap Turn Action.
*"HELP"* Followed the set up, everything is correct. But my left Hand is not even showing Line Renderer even if its in settings and most importantly right hand shows line renderer tracking from the floor instead of my hand or the body. Any ideas?
You are truly a life saver man. Currently undergoing my 3rd year uni project in which I am studying whether VR can be a means of rehabilitation and I have been struggling for 3 days to get my scene into the headset. Thank you very much.
Terrific video. Thank you! In your other video where you describe a similar setup process for Rift, you specify some Quality settings (Pixel Light Count, Anisotropic Texturing, Anti Aliasing, Soft Particles). Do you also recommend them for Quest 2? Performance is always an issue on Quest 2, but didn't know if these would be relevant.
@@JustinPBarnett if we used two separate headsets but we’re able to be involved in making the same game. Like building the game together or can a game only be built by one person
Default Input Actions is no longer under the Samples folder for XR Interaction Toolkit, and it is now no longer a Preview. Will this be an issue? How do I get the equivalent of importing the Default Input Actions now that it is not in the Samples folder... please help! Thanks in advance!
Wish someone could make so like you was Robocop from the original movie, total recreation of the movie playing as Robocop or other people seeing what it would look like seeing Robocop being created, that would be amazing, but won't hold my breath
@@JustinPBarnett Just the warehouse scene alone would be ace or seeing ED209 true to life with all the sound effects, but they will never create it and I suppose they won't allow fans to make it either for copyright, I would make it but I can't even create a stick man :-(
0:55 "Not LTS" does not mean "beta". If it has an "f" in the version number, it's final/stable. It just still receives bug fixes, just like the LTS version. The difference with LTS releases is just that you have bigger and fewer version jumps, while still receiving bug fixes. That's much better for big long-term projects. If you want to learn Unity (or any other software), just grab the latest stable release.
Hey was trying to use the bng framework but used this vid to get the headset to link the headset did link to my computer but it did not display the scene would you know whats up,(im not good at coding and stuff hence why i used the framework)
Very helpful. In spite of slight differences, I was able to use 2020 LTS and still get everything working, via cable, stand-alone build, and air link. Can you recommend a similar tutorial for reading input from the controllers? Thanks!
@@JustinPBarnettThanks again. Once I found the proper bindings in the Input System, it was easy to read the devices. (Certainly wish they'd called it something other than "Input System." That's got all of us saying "the new input system," which is going to make us all crazy when they eventually come out with a newer input system.)
@@bluemageproduction6607 make sure you are using OpenXR for your development in Unity, then all you need to do it connect to VD and stream your deskop, start Steam VR and then open your Unity project and run the gun in editor mode, if you look inside the quest it should be running
This was the most frustrating thing to do because my PC kept randomly turning off so I had to wait like 20 mins restart it reopen it and then do this every like 2 mins
For anyone struggling with the part where he goes into the feature tab and selects "Oculus Touch Controller Profile", this part changed to be in the OpenXR tab. In this tab, click the plus arrow under "Interaction Profiles," and select the oculus touch controller profile here. Working 6/5/2021
What version of Unity are you using?
@@JustinPBarnett I'm using 2020.3.11. Thanks for the tutorial!
@@tootsiewooty7579 Helped me! Thanks buddy!
@Tootsie Wooty Thank you so much was stuck here like damn lol
Thank you for this! With how fast the technology is improving, it's crazy how fast things change or become depreciated/obsolete. New tutorials are going to have to be made every month lol
If you're trying this out with the latest and greatest versions, the "Room-Scale XR Rig (Action-based)" is now called "XR Origin (Action-based)". Make sure you set the origin mode to Floor after adding it.
Thank you so much this saved me some pain
i had no clue you are top g
THANK YOU
Thank you... almost gave up
Thankyou, just about to comment where to find
For anyone having issues getting the controller (red beams) to work: The removed the Features tab so you can go to Project Settings > xr Plugin Manager > Openxr > PC tab and under interaction Profiles click the + and select the Oculus Touch Controller Profile
Good tip! Just released an update video recently too if you want to check that one out!
I couldn't get my controllers to work even after doing what you said, which I discovered on my own since the newer version deviates from this, but thank you for posting this though. Any thoughts to where I can start looking? I made sure to click and drag the default actions over to the xr origin (rig), though I'm not sure which xr origin I have since there were two and they both were labeled exactly the same.
You're a great instructor, thank you for making the jump into VR dev easy
Glad to help! Thanks so much!
For people watching in the new update, Developer mode is already enabled, so don't stress over not finding Developer Mode in the Oculus app.
tyvm
dident work for me had to do it..
Thank you!
Helpful tip for newbies:
Make sure to switch your platform to android or whatever build you’re going for BEFORE you start importing assets and changing things around, it’ll save you a lot of time, I’m an advanced Unity user and I still forget to do this from time to time.
Amen
Thanks!!!
and how exactly do I do this?
@@card-ride_conversations8634 Watch the tutorial ? he literally switches it
I am regularly watching your tutorial while working on some VR projects for Oculus Quest, and I can just say thank you so much for the clarity, honesty, calm and precise language.
You're so welcome! Glad to help!
They switched it but I FINALLY GOT IT WORKING, might create a video on this too:
In 2021 it's Project Settings - > under XR Plug-in Management in 'OpenXR' tab, you add the Oculus Touch Controller Profile BUT YOU HAVE TO select under 'Play Mode OpenXR Runtime' - > 'Oculus'! This got it working for me! 7 16 2021 at 12PM D:
Thank you
Good tip! Thanks!
THANK YOU! THANK YOU!! THANK YOU!!! THANK YOU!!!!
I have literally spent the last 24 hours trying desperately to get a build working onto my Oculus Quest 2, following instructions and YT Tutorials and every time, something breaks/fails to work, freeze or crash.
This one works, now I can actually start making something. Thank You!
You're welcome!!
I would recommend to hang wearables with lenses down, so dust wont collect on lenses.
Good tip! I’ve got a lens cover on one of them but yea, definitely need to get another or flip them over. Thanks!
this video was really helpful because i am make a vr game so this video helped me start on the development
Hey Justin I am taking a VR/AR course this semester and each student were lent a brand new Oculus Quest 2! We have a semester long project of creating a virtual environment in Unity! This video has been VERY valuable to me and allowed me to kickstart my environment very quickly! So glad I found your channel. And of course, I am a new subscriber :).
That is awesome! Best of luck to your future endeavors
oh nice where are you studying?
In 2020.3.9f1 the XR rig is well, just called that. Not anything with roomscale.
Roomscale should be the default I believe
reporting default run success with 2020.3.11.f1 + VRIF on quest2
This tutorial is gold! I would've given up if I had to figure all of this out on my own, so convoluted. I have a question though, I am using Unity 2020.2.23f1, at 8:26 in your video you select "Room Scale XR Rig (Action-Based)" but mine does not have that option and I have followed every step up to this point meticulously. The closest option I have is "XR Origin (Action Based)". So now I don't know what to do from here. Any suggestions? This is the first video of yours that i have watched and you are an excellent teacher. I have also become a Patreon supporter!
Same problem
"XR Rig" got renamed to "XR Origin" in a recent update!
@@JustinPBarnett oh ok thanks
@CatsLikeHorror did you see the green box that shows up for XR Rig? I'm having trouble getting that to show up.
@@jehriko7525 it’s been removed in the new versions
if anyone has a problem with where he creates the xr rig you can just press xr origin it is the same exact thing
Pretty sure I followed everything correctly, but input from my controllers isn't doing anything. Anyone else having this problem? Also, love the content, very clear and well done
Thanks! Did you add an Input Action Manager component to your XR Rig?
@@JustinPBarnett Thanks for answering. I did, which is what has me so confused. But by following your other tutorial ua-cam.com/video/_Zrde_WTaiI/v-deo.html, I got it fixed! Thanks so much
This process would have been *impossible* without this video. Thanks!!!!! It's a wonder how we manage to get things done in today's day and age.
You're very welcome!
great vid, just got this set up for university dissertation after getting lost for a couple of days
Good luck!
Wow, I love you (no homo). After like 3 hours I was finally able to cast to Quest2 THANK YOU
Amazing!! Glad you got it working!
@@JustinPBarnett Yeah man thanks! Could you help me out and make tutorial on how virtual joysticks work? And like if possible how to fly plane w joystick?..
If not that’s really fine, I understand u have a bunch to do, no worries
the no homo part was unnecessary you bigot
I'm not exactly sure the best way to ask this, but here goes:
when you're using oculus link, you can already view Unity and VS Code as desktop windows without even taking the headset off, but its really clunky to try to write code on the virtual keyboard. It seems like there are a few productivity apps out there that let you overlay a keyboard or use passthrough to see your real world keyboard and mouse, but I haven't yet figured out a way to bring it all together so I can quickly just make a few changes in Unity, then hit the "Play" button and immediately test the changes without ever taking the headset off. I was wondering if anyone else has figured out a good workflow for this? I'd love to be able to develop VR in VR and be able to take full advantage of having infinite monitors and all that.
Join the discord and we can help you debug!
I think this is just a hurdle of VR dev that we all have to get over! I'd personally feel much more effective jumping in and out of my desk than having to type in VR! bleh!
Thank you for doing this video
:D
Smooth, easy to follow, and gives quite an easy understanding of what you're doing. This is my favorite child of Quest 2 tutorials.
Hey thanks! I appreciate that!
Every time I press "Build and Run" or "Build" it just makes the windows error sound and nothing happens
Sounds like you have a build error you need to fix first. Check the console for any red errors and fix those before you build
This is easily the easiest, most thoroughly explained Quest setup video I’ve seen to date. I purchased my Q2 2 weeks ago to try and create games and interactive environments. It’s been a frustrating learning curve until now. Keep up the good work Justin. I look forward to viewing your other videos. PS, do you have any recommendations in regards to learning the coding side? Thanks again.
Brackeys has some great coding playlists even though he’s not posting videos anymore! I may make some in the future as well.
@@JustinPBarnettcan you do a 2023 version of this video
Big props, been trying to get my Quest 2 VR setup going YOU ARE THE ONLY ONE I have found with a decent tutorial on specifically the Quest 2 :D
Really?! Well glad I could help!
Firefighter here… I’m wanting to dove into building a setup for interior fire attack or car accidents. My mind is going wild with options and multiplayer ability
Looking forward to this one! I've been making a game and hopefully should be on sidequest soon. I'll send you a link when it's up if your interested. Thought you might want to see/play it considering I learnt a lot from you while I was making it.
Also thought I'd say that would of given you some support on patreon to say thanks but I lost my job from the pandemic but I guess me saying thanks will have to do.
Yes I'm absolutely interested!! Are you in our discord? discord.gg/6mzMQx5VKk Come show your game off!
Oh no worries about the Patreon! It helps me out, but it really just goes back into buying VR games and headsets. Glad you're part of the community!
No I'm not. Cool man, I'll join up.
heck yea!
For anyone not finding the interaction toolkit/it not showing up: here's a little workaround. In the project manager go to the plus in the top left corner and click "Add package by name", then put the following line into the box: "com.unity.xr.interaction.toolkit" . Seems like they removed it or something, idk.
Thanks! Does this work for any packages that they have removed?
@@lizardsempire5770 it should
Before any Mac Users waste time as I did, this does not yet work on Mac. I tried it. You can however link wirelessly which is a minor plus, not having to worry if your cable is connnected. Why Oculus does not go this extra mile for the Mac Developers, I don't know.
Good tip! Thanks!
I'm not sure what you mean when you say it doesn't work on the Mac. I can Build & Run and that seems to work fine. I don't have the part working when I press the Play button, but that's not to say it doesn't work at all. It's enough to get started for now.
@@MEJHarrison I don't think running it in the unity editor straight to the headset by pressing the play button works on mac
@@JustinPBarnett Good to know. I can stop wasting time trying to get it working. But the rest of the stuff works great on a Mac.
@@MEJHarrison oh good!
XR Interaction Toolkit seems to be missing unless it was named to XR Plugin Management. I'm curious if this video was made before the Oculus releases in PM
Bro i have been looking for this for the past year thank you
Glad I could help
Thanks for the tutorial. Can't get my Quest 1 to preview when I press the Play button, I followed your instructions to a t. Any tips?
Same here, guess we are left to build and run all the time
Yikes 😬
Are you using a Mac?
Thanks for the video! Everything worked fine up until the point where I had to choose the Quest 2 in Unity in the build settings. Any idea why Unity doesn't show the OQ2? It only shows "default device" and "all compatible devices". I don't have the link cable, I am using the air link and it connected just fine with my pc through the desktop app. Could that be the problem though? Do I need the cable?
Thank you! :)
If you haven't fixed it for yourself or for others in the feature seeing this issue: what helped me was selecting the correct ADB in the Oculus Dev Hub.
If you still haven't figured it out join the discord and we can help you troubleshoot!
I have the same problem
thanks for the tutorial!
You bet!
Wow, provide me with a lot. some differences from the most current version. but the explanation was perfect. Thank you.
You’re welcome! Updated videos coming soon
Hey you really got my motivation to the top wit this easy to follow tutorial!
One question, im done with the entire tutorial and everything works except for going into playmode to test the scene
Im on a quest (the first one) and all i can do right now to test my game is build it and run it on my device. When i hit play in unity i only see a stationary view from the xr rig center on my monitor and nothing opens in my vr headset
And yes i have link enabled without any disconnection issues
Are you using a Mac by chance?
Happily i managed to fix the issues and now already have a project im working on
Thanks a lot again
@@migleding9817 How did you fix it? Im currently having the exact same problem
@@Code227 sorry man i dont really remember but i think it had to do with the xr rig
There was some setting i had to change for it to work idk if it was in the xr rig itself or somewhere in unity
Look at some forums or videos, thats how i found the solution as well ;D
@@migleding9817 alright thanks I appreciate the fast response!
If you can't find the XR Interactions package, enable Previews (Project Settings > Package Manager) and go to Window > Package Manager > + > Add package by name > Enter "com.unity.xr.interaction.toolkit" (without the quote marks) > Don't enter a version number > Add/Done.
Thank you my friend! How come it doesn't show up initially?
Download the Project (for FREE): www.vrcreators.io/codedownloads
Very nice! I will support you. Are there any advantages if you ignore OpenXR and use the Oculus Integration Asset instead? I mean if you are just developing for the Oculus Qeust 2?
@@make-a-game-com thanks so much!! You can totally use the oculus integration if you prefer and are only developing for oculus devices. OVR toolkit has some nice features you can use, but you also won’t be able to use OpenXR specific components
legend right here
@@kitsunedotexe3587 💪
@@JustinPBarnett 14:11 what is this "DontDestroyOnLoad"?
Wow thanks so much ! i've failed so many time to configure my quest , you've made it in 15min very clearely and easyyy
Glad I could help!
@@JustinPBarnett , Any plans to maybe do the same thing for Unreal 5 ? it would be greaat
@@hydeman75 doubtful 😬
Very helpful! have a nice day mate
Glad it helped!
Finally I find an example that works !!! The comments of the people also helped me so much.
Community is based for sure
Thanks so much for this.
You’re so welcome!
Great tutorial.
Great teacher.
Thanks Justin!
Thank YOU!
heck yeah super helpful video
Glad to hear it!
Thanks for this... concise and easy to follow. Your voice is easy to listen to also. Its more than can be said about a lot of instructional videos. :) well done
I appreciate that!
Awesome video! Very well explained. I just got my Q2 and wanted to get into some simple game development and this for sure helped get the starting process going.
Glad it helped!
this guy rules
🙏
Pro tip: steal vrchats Mobile shaders.
They're much faster to complile than standard which makes testing faster
Ooo
Amazing broo , thnks for this video 🤗
You're welcome!
Thanks Justin for this superb tutorial. Will use it to boost my entry into VR
Best of luck!
Fantastic video Justin! I'm starting development! Looking forward to your videos!
Thanks so much Antonio! I really appreciate you 🙂
Thanks so much for this video. I was stuck on a problem with my build and you saved the day. Appreciate the pace of the video and level of detail as you go along.
Great to hear!
you are the best.. thanks a lot
Thanks so much! You're very welcome
Hello, your tutorials are the best, I'm going to do a rhythm game for oculus quest and this cofiguration works perfectly, thank you so much!
You're so welcome!
5:29 I am having a problem with the Fix all, it will not work and just says that Switching to Max &Linux Standalone Windows Standalone Support is disabled. What do I do? Thank you
Sooooo helpful! I’ll be watching for me! I’d love to see how you develop a full interactive scene with a tool like a saw
👍👍
Thanks!
Appreciate you!!
You can also use airlink instead of Link
Yup!
Can you make games that can be fully downloaded to the quest so that you don't need to be connected to a PC while playing?
for some reason I don't get to see any features in underneath the openXR in Project settings
Your tutorials are illuminating & motivating. Would u b kind enough to guide me on how to use VR to simulate historical events/experience as a newbie please.
Thanks so much!
Thank you for making this great and easy to understanding tutorial
You’re so welcome!
Thank you so much for the tutorial. Your explanations are great!
You're very welcome!
Thx Dude!
No problem!
Great Tutorial! Does anyone else have the problem that the controllers don't work? I followed each step of the video. (replaced the xr rig with xr origin)
Join the Discord and we can help you troubleshoot!
just gained a sub thanks! this is awesome and detailed and its amazing that u really do respond to everyone! thanks again! 😁
Thanks so much!!
Thank you so much for this tutorial man
You’re so welcome!
which is better for making games for Meta quest 2? Windows or Apple?
Great video thank you so much for sharing your knowledge
My pleasure!
Thanks! Very useful and very clear!
Great to hear!
Love you bro, you save my life!
haha happy to help!
Can we make. A vr game on Gadot using a phone to make a gtag fan game if u know what that is and how to maybe get unity on a phone natively
Justin, awesome, thank you! I wanted to additionally snap turn and move. Here is what I did... (I have no clue what I am doing but it worked. @Justin, is there a more proper way to do this?):
1- This makes Snap Turn Work: Add a Locomotion System in the hierarchy. Change the XR Rig setting under section "Locomotion System (Script)" to XR Rig). This allowed snap turning using both controllers and even 180 turns by "turning" backwards.
2- To Move: In the newly added Locomotion System, Add Component: Continuous Move Provider (Action Based). Left hand can now move and straf. But since the left hand was able to also snap turn, you need to disable snap turn from the left hand so that you can only straf (or the other way). I disabled the left hand Snap Turn Action.
Perfect! Well done
Great content! Thank you
My pleasure!
Good stuff man, it’s crazy that this technology is even possible for us to access.
very informative video cant thank u enough👏👏👏👏
Glad it was helpful!
Thanks for the video. It was really helpful. Can you make a video for a cheaper VR glasses alternative
I can’t get the oculus 2 selection when you build and run says I need android
could you make an updated version of this because unity and those pluggins have changed a lot and you have to improvise at many points to make it work
*"HELP"* Followed the set up, everything is correct. But my left Hand is not even showing Line Renderer even if its in settings and most importantly right hand shows line renderer tracking from the floor instead of my hand or the body. Any ideas?
Loved it, exactly what I needed
Glad I could help!
You are truly a life saver man. Currently undergoing my 3rd year uni project in which I am studying whether VR can be a means of rehabilitation and I have been struggling for 3 days to get my scene into the headset. Thank you very much.
Terrific video. Thank you! In your other video where you describe a similar setup process for Rift, you specify some Quality settings (Pixel Light Count, Anisotropic Texturing, Anti Aliasing, Soft Particles). Do you also recommend them for Quest 2? Performance is always an issue on Quest 2, but didn't know if these would be relevant.
Yes those will work well for the quest also!
This was amazing thank you!
You're so welcome!
Why r u so smart and handsome at the same time? It is unfair lol thank you for the video :)
Mkke another video where you develop landscapes and ideas!!
I made a landscape in my most recent devlog video! Check that one out!
Is it possible to have a friend help build a project in vr at the same time?
How do you mean?
@@JustinPBarnett if we used two separate headsets but we’re able to be involved in making the same game. Like building the game together or can a game only be built by one person
Because I truck drive but we both want to design a game. Like file sharing between different devices
Default Input Actions is no longer under the Samples folder for XR Interaction Toolkit, and it is now no longer a Preview. Will this be an issue? How do I get the equivalent of importing the Default Input Actions now that it is not in the Samples folder... please help! Thanks in advance!
great tutorial, but my project has no tracking. please help
Did you add the Input Action Manager somewhere in your scene?
Wish someone could make so like you was Robocop from the original movie, total recreation of the movie playing as Robocop or other people seeing what it would look like seeing Robocop being created, that would be amazing, but won't hold my breath
That'd be dope!! A cool HUD and stuff would be sweet
@@JustinPBarnett Just the warehouse scene alone would be ace or seeing ED209 true to life with all the sound effects, but they will never create it and I suppose they won't allow fans to make it either for copyright, I would make it but I can't even create a stick man :-(
0:55 "Not LTS" does not mean "beta".
If it has an "f" in the version number, it's final/stable. It just still receives bug fixes, just like the LTS version.
The difference with LTS releases is just that you have bigger and fewer version jumps, while still receiving bug fixes. That's much better for big long-term projects. If you want to learn Unity (or any other software), just grab the latest stable release.
Good clarification!
Hey was trying to use the bng framework but used this vid to get the headset to link the headset did link to my computer but it did not display the scene would you know whats up,(im not good at coding and stuff hence why i used the framework)
Very helpful. In spite of slight differences, I was able to use 2020 LTS and still get everything working, via cable, stand-alone build, and air link. Can you recommend a similar tutorial for reading input from the controllers? Thanks!
I'd check out my tutorial about how to jump or the one about the new input system!
@@JustinPBarnettThanks again. Once I found the proper bindings in the Input System, it was easy to read the devices. (Certainly wish they'd called it something other than "Input System." That's got all of us saying "the new input system," which is going to make us all crazy when they eventually come out with a newer input system.)
I dont see default input actions when i go to xr interation toolkit.
if you have Virtual Desktop, you can just run in editor and it runs on your Quest wirelessly , removing the need to even build
Can you explain that a little more. I am having a hard time linking my quest to the computer. So I don't need to do that and just use VD?
@@bluemageproduction6607 make sure you are using OpenXR for your development in Unity, then all you need to do it connect to VD and stream your deskop, start Steam VR and then open your Unity project and run the gun in editor mode, if you look inside the quest it should be running
Or just use Airlink, removing the need to pay extra for VD altogether.
I generally just use link, but airlink works as well!
Basically I just want to add gorilla tag locomotion think you could help?
You’ll need to write your own scrip that moves the XR origin opposite of where you move your hand
hi i can not find the xr interaction tool kit even if i checked the enable pre relased package, im on unity 2021.2.2f1 can you help me ?thanks
Check out my 2022 update video! You have to add it a different way now.
Ty
Can you make a video on how to make servers
How do you mean? For multiplayer?
@@JustinPBarnett yes
This was the most frustrating thing to do because my PC kept randomly turning off so I had to wait like 20 mins restart it reopen it and then do this every like 2 mins