Getting Quest Link to work in Unity

~~ UPDATED ~~

Good news… with Link you’re now able to “Play” your scene WITHOUT building the apk!

  1. Have the Oculus Software on the Quest updated to the latest.
  2. Install the latest Oculus desktop software and have that updated to the latest.
  3. Install the latest version of Unity (I did not install the Beta).
  4. Create a new 3D project - not HDRP or LWRP/URP.
  5. Go to Build settings, enable Android with the ASTC texture compression.
  6. Go to Player Settings > Other, enable Android KitKat 4.4, remove Vulkan under rendering.
    7)Go to Player Settings > XR, enable Oculus.
  7. Install ‘Oculus Desktop’ from the Package Manager if you want to run the scene when you press the Play Button.
  8. Plug in the Quest via USB, put on the Quest and accept the Link Beta popup (you should see the Rift home-room, not Quest’s), press the Play button in Unity, put your Quest back on and it should all work.
  9. That’s it!!

If you’re getting a warning in the Oculus Desktop software that “A Quest software update is required for Oculus Link (Beta). Install the update from the About section of Settings in your headset.” and you CAN’T update your Quest because it’s already at the latest version, you need to go into the Oculus Desktop app: ‘Settings > Beta’ and TURN OFF the Public Test Channel. That should fix your problem.

Happy Questing!


P.S. if you’re just building an apk to the Quest, don’t accept the ‘Link Beta’ popup, and accept the ‘Allow Quest to Access Your Data’ popup. You should be able to build to your Quest and it should auto load your app in the Quest if you follow the above steps. Sometimes it doesn’t work for me right away, so I needed to unplug the USB to the Quest, re-plugin the USB or reboot the Quest, decline/accept the popups again, then rebuild.

If you’re trying to find your build on your Quest it’s under: ‘Library > Unknown Sources’.

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Unity Play mode has not worked for me yet, not even with out of the box examples and I have the Oculus recommended cable. My cable works for Link and playing Rift games, but no luck on Unity Play mode. So sick of troubleshooting Unity builds, I’m headed over to check out Unreal to build for the Quest. This is bull.

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What version of Unity are you using? I’m running the latest Unity version, and have the latest Oculus software app on my PC. Once you configure your Player settings in Unity by enabling VR and selecting Oculus, it should work. Once you plugin your Quest using the USB cable, the Oculus App should launch and load your scene. If it doesn’t, try starting the Oculus app, and see if the Rift home area loads (not the Quest home area). If it does, then try pressing the Play button on your scene.

This also doesn’t “just work” for me. The Oculus Link app starts running in my quest when I plug it in (and enable it), but when I hit play in Unity nothing happens.

Is this a very latest version of Unity thing? I’m running 2019.2.8 …?

I’m not getting any error messages and I can’t see anywhere in the Oculus App where it would tell me if this feature can be supported or cannot be supported.

I’m going to upgrade to a more recent version of Unity and see…

For me, this is working after a bit of effort. I ran into some trouble with inconsistent versions of the Quest software and Oculus software on my machine. Make sure, those are aligned. It might require you to opt in or opt out of the public test channel of the Oculus software.
I’d also suggest to unplug other VR devices you might have attached to your PC just in case.
I would think that the Unity side of this does not really care if it is a Quest or Rift you have attached. Shouldn’t the Oculus app be an abstraction layer for this?
Also, and this is important, if you develop for Oculus Quest using Link, you should still build and test an apk frequently. There are differences and you want to catch issues early! Especially when it comes to URP, or rendering in general for that matter, some things just do not work in android builds.

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After a couple days finally got it working (although to be fair I am using a 1060 which doesn’t appear to be supported). Using the oculus basic scenes still don’t work but VRTK example scenes are. Also adding the Desktop panel method did not work for me. I simple stay in the lobby area and hit play on one of the VRTK scenes and that works right now.

For me Installing the Oculus Desktop did the trick!

I think between the “Enable XR Settings” in Player Settings, and Installing the “Oculus Integration” from the Assets Store, the “Oculus - Android” package is automatically installed, although there’s another package for “Oculus - Desktop” that doesn’t automatically install.

Thanks!

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I was struggling with this today after just getting a link cable. The missing piece was the “Oculus Desktop” package. Thank you so much for posting this @DigitalAdam this is the only place I found that talked about needing that since I previously just had the Oculus Android package.

THANK YOU. And good luck to anyone else that stumbles on this post in the future!

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You’re welcome. Glad you got it working.

I updated the steps at the top of the thread to make it easy for people to find them. Any problems let me know and I’ll try to help.

Hello!

I followed the steps above and still getting to response from the Quest…

My home scene in the Quest was the Quest Home and not the Rift Home…

I did get this error though…

“Virtual Reality SDK Oculus failed to initialize.
Will attempt to enable Oculus instead.”

Oculus then didn’t work so it then jumped to OpenVR, which then did not work, so then it looks like it jumped to “None”.

This scene did work for Rift (and Quest Link when built) back when it was set to Standalone as it’s platform…

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I’m also using Unity 2019.2.17f1 :slight_smile:

If you have the latest version of the Oculus Desktop software installed on your PC and your Quest is up-to-date, when you plugin the USB do you get a popup asking you to enable Link? If you do and hit accept, you should see the Oculus Rift home room. If that’s working then at least you know the desktop software is communicating with your Quest.

As to your SDK failing, I would try to create a new project and follow the steps at the top of the thread. Other than that suggestion, I’m not sure what else I can help you with. I’m just a guy who’s developing a Quest app in my free time, so I just wanted to post some of my steps to get it working as well as solutions to the problems that I ran into. :slight_smile:

I know v13 update for the Quest is rolling out this week, so maybe that will help too…

Good luck!

Oculus Link was working great for me previously for my voice recognition VR app, but after update 12 came out for the Quest, the mic stopped working. Version 13 didn’t seem to fix it either.

It was mentioned by Oculus dev back when v12 came out that mic has been disabled on purpose and will be awhile before it will be coming back.

Ah, I must have missed that in the log. I can’t seem to find a way to downgrade back to v11, which is really unfortunate since I bought this device specifically for this purpose and my thesis capstone is suppose to be presented next month, and my thesis advisor already paid for travel for this presentation.

You can use a regular PC mic as you are near the computer anyways due the cable.

Currently, If I’m not able to use Post-Processing with Oculus Link. the play screen just turn grey.
Is there a way around this?

Edit- the build apk worked fine

Followed the steps above, have tried different versions of 2019.
Now I’m running 2019.2.21f and I cannot run Oculus link, I’m getting the following errors:

Claiming I don’t have the SDK installed. Anyone encountering the same issues?

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Yes, I’m facing the same problem since two days… I tried tens of different solutions, but nothing solves it!