Hello! I’m building a VR game for Oculus Quest 2 with Unity 2020.3.33f1, URP, Oculus SDK v38, Oculus XR Plugin / XR Plugin Management / XR Interaction Toolkit.
It works great on the Quest 2 when compiling for Android and installing the apk with adb. I’d love to have the option to see and be able to use the controls of the game from the Unity Editor + Oculus Link connected to Quest 2, to avoid all the compilation times.
What’s the most simple way to achieve this? I tried following some tutorials and nothing has worked so far. Closest I got was getting the Unity Editor registering movement when I moved the Quest 2 around, meanwhile the Quest screens were totally black.
Is your quest working as expected in link mode? Worth remembering if you’re looking at the the editor, the screen will be black unless you cover the sensor.
in some older oculus plugins there was that screenfade component (it makes screen black, if head is inside wall or something), check if that is enabled. *not sure if unity xr version had that though…
Yes, Oculus Link works well enough, I can control my PC desktop with it for instance.
I don’t understand what you mean by the screen being black while looking at the editor… also cover which sensor? Could you please clarify that? Thank you!
By the way I believe playing with Oculus Link with Unity works only when compilation is set for PC, is that correct? Or should it also work when compiling for (switching platform to) Android in the Build Settings?
The quest has a sensor to check if its on your head, some devs tape over it so the screen is always on.
It should still work when set to Android.
Try closing the oculus PC software before you press play. If it automatically launches after pressing play then you know your project has been set up correctly.