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Do i need a developer kit to make games for oculous with unity?

bloodyriftbloodyrift Posts: 5
NerveGear
Do i need a developer kit to make games for oculus with unity? or can i just use a normal oculus rift?

Comments

  • MikeFMikeF Posts: 475
    Trinity
    You can use a normal rift
  • bloodyriftbloodyrift Posts: 5
    NerveGear
    ok thanks 
  • CatnipVRCatnipVR Posts: 4
    NerveGear
    I'm curious to know if anyone has been able to build an app/game without the use of a HMD at all. I've been having some trouble ordering a replacement Go due to country restrictions and may take some time for me to arrange another. Is there a way for my team to develop a prototype (or possibly even upload the binary) without the use of a HMD at all?
  • bloodyriftbloodyrift Posts: 5
    NerveGear
    i would suggest finding someone who has one that u can trust with sending test builds of what your makeing
  • kojackkojack Posts: 4,906 Volunteer Moderator
    CatnipVR said:
    I'm curious to know if anyone has been able to build an app/game without the use of a HMD at all. I've been having some trouble ordering a replacement Go due to country restrictions and may take some time for me to arrange another. Is there a way for my team to develop a prototype (or possibly even upload the binary) without the use of a HMD at all?
    Building for a Go requires the android sdk installed and set up in Unity. No headset is needed, it can build to an apk that you could give to others to install. Or there's the oculus developer channel stuff for testers, but I haven't tried that yet (I'm not working on apps for the store).

    This is actually how I started here, I wrote an oculus rift test app and had someone on the forum test for me. Once it was working for him, I ordered a rift to see it myself. :)

    Obviously it's not an ideal situation, especially for the Go where performance on the Adreno 530 GPU is so critical. Plus the understanding of scale, visibility and controls are going to be issues. But it shouldn't stop development to not have a headset handy.

  • cloud_canvascloud_canvas Posts: 45
    Brain Burst
    As of several Utilities versions ago, the Oculus SDK allows for emulation of gaze and clicking and rotation that works very similar to the classic Cardboard SDK. So you can emulate headset movements and actions in the Editor without having a Rift plugged in at all. I recently moved offices and didn't even both to plug my Rift in moving forward on developing for Go and have had no problems. I only plug in a Rift when there's Platform feature that's easier to do on the Windows app than anywhere else (like friend request approvals and such).
    Samsung Galaxy S8 (Snapdragon 835), Gear VR (2017), Oculus Go (64GB), Unity 2018.3.6f1
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