What would be the correct way to make a Unity project (2019.3.3f1) for both the Steam’s platform using HTC Vive and for the Oculus Store, on the Oculus Quest device.
Should I create a separate project for both cases, as one is Android and the other is Windows? Should I swap between them when creating builds?
Since I am on 2019.3, I guess I should use the new XR package for Oculus but for Vive it would be the SteamVR asset from the asset store, which is essentially OpenVR, right?
Can I have both in the project at the same time without any issues?
i am in the same situation.
Initially decided to build for Quest first (using Oculus integration), and then afterward somehow make it work with steam.
But with the recent update to Unity XR, i am rebuilding everything just using XR. Open VR is not yet supported, but Valve seems to be working actively to incude it.
I must say, i am really a huge fan of how clean and easy the XR setup is. One solution for all platforms.
Not using oculus integration, i’ve lost out of the box hand models, finger tracking, avatars, grab scripts etc,
but got rid of the gazillion warning messages for each package, convoluted implementations and gained multi platform support.
I’ve used in the past but i really don’t want to have a different package for each headset. Then i’ll need to setup a different rig and inputs for each package.
Once OpenVR/SteamVR is included into the Unity’s XR package, there will be no need to import and setup SteamVR package (which is buggy AF)
Alright, however I am looking for a solution that can be used right now. We’ve been developing for almost a year for Oculus Quest and our plan has always going on the Steam platform as well. Now we are finding out that the engine that is supposed to any project for every platform, one of the biggest ones is like left out. And there does not seem to be a good solution available right now.
Creating another project and keeping these two in sync seems like a lot of overhead.
I’m sorry to say this, but it’s either today with a little more work or very soon with a single integration.
Migrating your current game to XR will probably take more time than waiting for OpenVR to be released for XR. This is really a luxury problem
I haven’t tried it but I am wondering if I am using Unity XR for Oculus and then use the Steam VR asset from the asset store, will I have some complications down the line? Especially when submitting to either the oculus store or the steam platform.
And I am wondering what’s the best way to handle these two platforms in a single project.
Oculus doesn’t allow any references to Steam libraries. So you’d have to completely remove any steamVR scripts from all gameObjects to submit to Oculus store. That is the only way if you deploy today.
Down the line you would just use Unity XR for both steam and Oculus. It will probably take longer to build 2 different variants than to wait for OpenVR to be released for Unity XR. If i were to guess, i’d say that it’l come out by the end of next month.