Legacy Documentation: Version 2018.2 (Go to current version)
VR devices
OpenVR
Other Versions

Oculus

Getting started (Windows)

See the detailed documentation on the Oculus Developer website. In particular, follow the instructions for using Unity with Oculus, and see the recommended specs for OculusA VR platform for making applications for Rift and mobile VR devices. More info
See in Glossary
development.

Getting started (Gear VR)

You do not need to install anything extra on your machine to deploy to Gear VR. Follow the instructions at the Samsung Developers’ Website.

Make sure that you can deploy a Unity app to your Galaxy Note 5, S6 Edge+, S6, or S6 Edge (see Getting Started with Android Development):

  1. Connect your Android device to your PC/Mac using a micro USB cable.
  2. Create a new empty project (menu: File > New Project).
  3. Switch your build platform to Android (menu: File > Build Settings).
  4. Open the Player Settings (menu: Edit > Project Settings > Player). Select Other Settings and check the Virtual Reality Supported checkbox.
  5. Add Oculus to the Virtual RealityA system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info
    See in Glossary
    SDK’s list.
  6. Create the folder Plugins/Android/assets under your project’s Assets folder (note: This folder name is case-sensitive).
  7. Include an Oculus signature file in your project in the Plugins/Android/assets folder.
  8. Build and run. Insert the device into your headset and see the skyboxA special type of Material used to represent skies. Usually six-sided. More info
    See in Glossary
    with head tracking.

Getting started (OpenVR)

Steam is required to run OpenVR applications, so install Steam and SteamVR. Once SteamVR is working properly with your headset, add OpenVR to the list of supported SDKs. If you require additional functionality beyond Unity’s built-in support, see the SteamVR asset store package.

Inputs

See documentation on Oculus Controllers for input control mapping.

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