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There are two ways of developing for the Oculus Quest, you can:

Name Build Target Details
Oculus Quest Android Standalone
Oculus Link Windows requires a high quality USB3 cable connection to a computer at all times , but has better graphics

The full Oculus Link Setup is a little bit more complicated than a minimum Quest setup, but allows you e.g. to directly click play in the editor and interact with your Scenes. If this won't work for you, just hitting the Build and Run Button might work as well.

Note: to use Oculus link you need a good USB-3 cable. The power cable that comes with the Oculus Quest is not enough sadly.

  1. Install Oculus Link (2020-06-28: Runs only on Windows.. )
  2. Once installed, go to Settings > Unknown Sources and allow
  3. On Windows: Install the Oculus ADB Drivers – these will allow you to transfer the build result/Apps to the Device
  4. In Unity select the connected VR-Glasses under Build Settings > Android > Run Device > ID
  5. Open Window > Package Manager and search for XR-Plugin Management; Install it
  6. Go to Edit > Project Settings > XR-Plugin Management > Android > Oculus and activate Oculus 7 For working examples go to the Asset Store and search for a Asset called Oculus Integration – install it.

Check the Example scenes by doubleclicking them and if in doubt just create a copy (File > Save as) which you modify to taste. Taking things away you don't need from a working Scene is easier and less error prone than building things up from scratch.

If for some reasons the virtual controller hands don't work do this:

  1. In the Oculus Dashboard create an organization if you don't did so already
  2. In the Dashboard: Additionally create an App (and note down the App-ID)
  3. In the Menu go to Oculus > Avatars and paste the App-ID from step 2 there
  4. In the Menu go to Oculus > Plattform and paste the App-ID from step 2 there