Best Unity workflow for Quest 2 development

Hi, I’m trying to build for the Quest 2 and right now I don’t have a good work flow. I wondered if people could advise a best approach? I’m using 2019 and the XR Toolkit as I can’t find the XR Device Simulator in 2020.

Has anyone found a speedy workflow to get projects built and test them on the Quest 2? I’m finding I’m waiting 20 minutes (and sometimes more) just to build and run the project and I can’t work at such a slow pace.

I’m trying to use the XR Device Simulator to test with so I don’t have to build the apk, but I’m having trouble finding info on how to fully use it. Could anyone tell me to how to use it or point me to some decent info?

I also see that the link cable can be used to work inside the editor with the controllers and headset tracked but I don’t have one working right now, so I can’t do that. How successful have people been working with the link cable in the editor? Is this the best way to get anything done?

Hey @PsiconLab , we definitely recommend using Oculus Link to help speed up your iteration time.

+1 on the link cable, quest dev would be impossible without it.
You don’t need to use the official expensive cable as well, a compatible usb c cable will work as well.
(But if you can get the official one I do recommend it)

Thanks guys, got a link cable and it’s working really well now. I got caught out by the confusion of having to build for Rift, and activate the link cable on the headset, but I’m so glad it works when in Android platform mode in Unity (switching between Android and PC takes a long time)

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Great to hear!