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Introduction and Recommended Versions

This guide covers developing Unity 5 games and applications for the Oculus Rift and Samsung Gear VR.

Unity 5.1 and later provide built-in virtual reality support for the Oculus Rift and Samsung Gear VR, so basic development is possible without any further downloads or assets. We provide the optional Oculus Utilities for Unity 5.package to assist with development - it include prefabs, C# scripts, sample scenes, and more. Be sure to check out the other resources that can help Unity developers, such as our audio spatialization plugin and Unity Sample Framework - see Downloading and Contents for more information.

Projects using Unity 4 should use our Unity 4.x Legacy Integration package instead. New developers should use Unity 5.1+.

For information on recommended and supported Unity versions, see Compatibility and Requirements.

This guide covers:

  • Getting started
  • Downloading and installing the Utilities package
  • Contents of the Utilities package
  • Input Mapping
  • How to use the provided samples, assets, and sample applications
  • Configuring Unity VR projects for build to various targets
  • Unity Sample Framework
  • Getting Started Frequently Asked Questions
  • Debugging and Performance Analysis
  • Getting Started Tutorial (build a simple VR game)

Most information in this guide applies to the use of the Utilities package for both Rift and Mobile development. Any exceptions are clearly indicated where they occur.

For a complete API reference, see the Unity Developer Reference.

For information on integrating the Oculus Platform SDK in Unity applications, see our Platform SDK guide.

When developing for both Rift and mobile platforms, keep in mind that the requirements for PC and mobile VR applications differ substantially. If you would like to generate builds for both PC and mobile from a single project, it is important to follow the more stringent mobile development best practices, as well as meeting the required 90 FPS required by the Rift.