Vectorworks 3d modelling7/6/2023 ![]() I like to put mine into a folder named Builds. Save into the main directory (not in Assets folder). In Build Settings, add the current scene into the list and select your headset in the “Run Device” dropdown. Here’s a good cable on Amazon for Quest if you don’t have one yet. Click the check box to Enable Collision.Ĭonnect your Oculus Quest headset to your computer by USB. Then make sure the CameraCollide Layer is declared on the PlayerController Character Camera Constraint Script. Also make sure these objects have mesh collider components applied (every single child, not the parent). Assign it to the floor, decking, stairs or any other game objects you want to be able to teleport onto. Check out my separate post on importing materials and fixing normals. If you are finding some objects that are not rendering any texture on one or more sides, you likely have a normals issue. Location to ‘Use External Materials (Legacy)’,.To apply materials, click on the 3d model object in the assets window. Just make sure to leave the Y Position at 1. Position your camera by selecting and moving the PlayerController Parent Object. Then, delete the CINEMA_4D_Editor game object from the hierarchy. Right click on it in hierarchy> Prefab> Unpack. Then drag the prefab game object into the hierarchy. Uncheck all the component boxes except for Locomotion Controller (Script) and Teleport Orientation Handler Thumbstick (Script).ĭrag it onto the Assets Folder in the Project window. In Lighting Tab>Environment change the skybox image to “None”.įinally, click into Player Controller> LocomotionController. Save it into the existing Scenes folder.ĭelete the WorldGeo, TeleportPoints, CanvasWithDebug, and DestinationIndicatorSimple game objects from the scene. We want to work in a copy of this so File> Save As, and enter a new scene name like “myScene”. In Assets window, navigate to Oculus> Sample Framework> Usage> Locomotion (the scene, not the folder) and double click to open. Tap on the arrow button next to your device > More Settings > Developer Mode On. Go to Settings in the bottom right and verify connection to the VR device. Turn on your Quest headset and log into your Oculus app on your mobile phone. ![]() Remove the Vulkan Graphics API if using Unity 2019. In Project Settings> Player Settings> Other Settings, adjust your package name and change the minimum API level to 23. In Edit>Project Settings, install XR Plugin Management and check the box for Oculus. If prompted, update to the latest package & restart. In Unity, use The Asset Store (Window> Panels> Asset Store) for Oculus Integration and import via Package Manager (allow 5+ minutes). In File>Build Settings, switch platform to Android. Then install the latest version of Unity 2020 with the Android module. Install Unity Hub if you don’t already have it. ![]()
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