Is it possible to debug/test in the Unity Editor in VR with the Oculus Quest?
Currently I always have to build, move .apk, install with adb (which is quite a slow proces).
So just pressing ‘Play’ from within Unity and be able to debug/test from within the Editor would be very helpful.
Or what is the ‘Best’ alternative to Debug/Test in the Editor in VR?
I have seen some videos where people are using a few extra programs (RiftCat, VRidge) in order to get the Quest to behave like a desktop VR device, with content still rendered on the pc but the results streamed to the Quest, etc. I dont know if this will work with Unity but its probably worth a try if you want to avoid the expense of getting another VR headset.
I have been unable to get this working. Quest dev goes rather smoothly with the Oculus SDK, but you have to really understand ADB and how to connect via USB and/or TCPIP. I like to work untethered over TCPIP which has necessitated using Oculus’ SDK. However I would gladly tether to use Unity Editor VR as in Steam, Vive, etc. to avoid the builds and loading as noted above. It’s way too slow.
Did anyone have success with this? I managed to stream with these tools, but all of them act like a “fake” Vive on PC, I didn’t find any solution which creates a “fake” Rift, so it’s kinda bad to use/test Oculus specific features (or even input mappings) with these streaming solutions.
I would have bought a quest if it had live preview for developers in Unity like daydream.
I am not prepared to build each time I want to see a change and using a rift as live preview would just not be the same as just being able to use a quest.
We need a Hybrid Quest. That means stand alone and plugin on one headset.
come on Oculus make things easier and faster for rapid development.
Or do you like building each time you want to experience a change you made?
I would advise buying a cheap Windows Mixed reality headset and working with that if you are working with Unity Native XR Rig or something like VRTK, if you are only using the Oculus SDK (and if you can afford to) then buy a Desktop rift headset to allow for desktop in-editor development.
Unfortunately need to add the SteamVr asset from asset store,
So will need to keep in mind how things will port to Oculus asset.
Once you have either alvr or riftcat/vridge running on both pc and quest and connected hit play in unity,
Unity will start steamvr and it will show up in the quest and on the screen in unity,
You can change variables and all the normal editor things seem to still work
I need to hit close on steamVr before i can hit play again in the editor, seems to need to be started fresh each time.
ALVR for me seems to render the Vive controlers and not the quests while
Riftcat for me seems to render the oculus controllers so it is my preferred streaming app, on free version it can only run steam vr for 5 min at a time, since steamvr is constantly being reopened.
Does Riftcat support USB instead of Wifi for the Quest?
I am having issues connecting VRidge to RiftCat and it just gets stuck at the “Seeking Connection” state with connection type is set to USB.
I heard while visiting Unite in Denmark that you are now able to debug Quest using USB cable, including the hand controllers. Since like 4 days ago. Anyone know more about this? I’ll continue searching and drop my finding herw if you like.
I watched the Oculus connect videos and they made a specific mention about developers now being able to instantly preview things on Quest with Unity / Unreal just like with the Rift / Rift S. Trying to find it again now!
I dont think any cables exist yet and the feature isn’t in the latest quest update. Expectations are for this month however and there’s been confirmation, as noted above, that previewing while tethered will work