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[Feature Request] Edit in Play Mode for Oculus Quest in Unity

I've been building an application for Go until recently, but after trying the Quest am seriously considering changing my platform because of the 6DoF. My Go development process so far has been like this: I use a Rift hooked up to my PC to do most of my Unity development (because of the perk of editing in play mode), then build to the Quest and make sure my build is bug-free before pushing it to my main branch. What I'm wondering is if we'll ever be able to use the Quest hooked directly up to Unity instead of needing to use the Rift for that purpose. Do other people want this feature?

Comments

  • KemagezienKemagezien Posts: 2
    NerveGear
    +1
  • ajippolitoajippolito Posts: 1
    NerveGear
    I've been developing on the Vive, and now that I'm developing for a quest, the idea that I have to "build and run" every time I want to test it is a deal-breaker for my process.  I tested with an environment set up with nothing but a cube.  It took over 10 minutes to get it on there.  

    Can we get access through wifi?  Or the USB cord?  Please?
  • Alexillos83Alexillos83 Posts: 1
    NerveGear
    +1 Same issue here
  • oli-vroli-vr Posts: 1
    NerveGear
    +1 here, please please please make this possible, it is insane I have to build every time just to test!!!!!
  • DomBomDomDomBomDom Posts: 1
    NerveGear
    + 1
  • huangjunhuangjun Posts: 19
    NerveGear
    +1
  • Rechi86Rechi86 Posts: 1
    NerveGear
    +1
  • InnerScriptInnerScript Posts: 2
    NerveGear
    +1 for my vote
  • hawkenhawken Posts: 20
    Brain Burst
    +1 GVR Mirage Solo had this feature and it was much faster to iterate builds for
    Project lead on http://vrmash.tumblr.com for Oculus.
    Twitter: http://twitter.com/hawkun
  • vannormanvannorman Posts: 1
    NerveGear
    +1
  • CorysiaCorysia Posts: 92
    Hiro Protagonist
    +1

    +10000!   But I don't think it's going to happen.  They never did this for the Go.  And Unity doesn't support it for Daydream or Cardboard.  Maybe the next version of the Quest will.  I completely agree with Mike from VROasis that Facebook/Oculus should create a version of the Quest that can both be tethered to a PC for Rift-like games and run standalone Android.  One headset, multiple markets.
  • InfinaVRInfinaVR Posts: 1
    NerveGear
    +1

    I would be happy with an emulated version (similar to the Google Cardboard) which lets you simulate head movement by click-dragging the mouse along with some key presses in Preview mode.  It's not ideal, but would be a good way to test some interaction like menus, button presses, etc., without a full build.
  • mattbenicmattbenic Posts: 27
    Brain Burst
    edited August 28
    @InfinaVR but you can use mouse dragging to look in the editor with the OVR rig's emulator mode.

    Also, out of interest, we found that just adding the OpenVR package into our Unity project allowed us to use tethered headsets to preview in play mode. There is literally no other setup, add the OpenVR package from Windows->Package Manager and it just works like magic. We've tested this with a Vive and a Samsung Odyssey.
  • MikeFMikeF Posts: 744
    Neo
    @mattbenic
     Does that not work for you using oculus? I've been using a rift in android mode set to build for quest since last year without any problems running in editor
  • mattbenicmattbenic Posts: 27
    Brain Burst
    @MikeF it works fine for me. I was confirming the drag simulation works to @InfinaVR
    as they mentioned not being able to do it. I just mentioned using other headsets as a potential solution for them as well.

  • bebop_devbebop_dev Posts: 11
    NerveGear
    +1 
  • Zig420Zig420 Posts: 22 Oculus Start Member
    +1
  • bmoodyP3bmoodyP3 Posts: 34
    Brain Burst
    +1
  • chris.banwell.3chris.banwell.3 Posts: 3
    NerveGear
    +1
  • msp_msp_ Posts: 2
    NerveGear
    +1
  • rmib200rmib200 Posts: 4
    NerveGear
    +1
  • msp_msp_ Posts: 2
    NerveGear
    I'm a Mac user. Is this the same under Windows? It looks like the Rift PC SDK only has an old beta release for OSX and presumably doesn't drive the Quest anyway as that uses the mobile SDK?

    I had trouble getting SteamVR to run also as I thought I could tell Unity to use OpenVR and that would play directly on device, similar to this tutorial where he uses a Vive I think. I also read somewhere that Valve is not prioritising OSX. Can you drive the Quest via SteamVR on Windows?

    https://learn.unity.com/tutorial/first-run-checks?projectId=5cdc9e4cedbc2a1ef423426c#5cd6dbdeedbc2a00208ba338

    I'm getting the feeling that OSX is a 2nd class citizen in VR land... 

    I'm a newbie so maybe I got all this confused?!




  • VJ76VJ76 Posts: 44
    Brain Burst
    +1
  • ChickenBaconChickenBacon Posts: 12
    NerveGear
    +1
  • CorysiaCorysia Posts: 92
    Hiro Protagonist
    Stephanie Lue (Technical Program Manager) announced support for this today in OC6.

    It looks to me like it'll be the tethered Rift solution (which they also announced), not actually running on the Quest.  But 1000% better than build, deploy, test, build deploy, test...
  • AtriaOculusQuestAtriaOculusQuest Posts: 1
    NerveGear
    +1
  • SorciumGamesSorciumGames Posts: 8 Oculus Start Member
    Such a welcome feature incoming for developers. Does anyone have an idea when this will be implemented for UE4?
  • CorysiaCorysia Posts: 92
    Hiro Protagonist
    Such a welcome feature incoming for developers. Does anyone have an idea when this will be implemented for UE4?
    It's "already there".  All the Quest is going to do is emulate a Rift.  it's NOT going to be the same as running on the Quest as a native Quest application.  You will still have to build & load to see how it performs on a Quest.  But you'll be able to take advantage of rapid level design, etc, with your Quest emulating a Rift.
  • showgashowga Posts: 1
    NerveGear
    +1
  • vikneshtkvikneshtk Posts: 12
    NerveGear
    +1: I hope this will come into effect when they release the Link for quest.
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