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All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible. For additional information and context, please see Submitting Your App to the Oculus Quest Store.
This guide describes development using Unity’s first-party Oculus support, and the contents and features of the Oculus Utilities for Unity package.
All Unity versions 5.1 and later ship with a bundled version of the Oculus OVRPlugin that provides built-in support for Rift, Oculus Go, and Oculus Quest support. Oculus support is enabled by checking
Virtual Reality Supported in the
Other Settings > Configuration tab of
When Unity virtual reality support is enabled, any camera with no render texture is automatically rendered in stereo to your device. Positional and head tracking are automatically applied to your camera, overriding your camera’s transform.
Unity applies head tracking to the VR camera within the reference frame of the camera’s local pose when the application starts. If you are using OVRCameraRig, that reference frame is defined by the TrackingSpace GameObject, which is the parent of the CenterEyeAnchor GameObject that has the Camera component.
The Unity Game View does not apply lens distortion. The image corresponds to the left eye buffer and uses simple pan-and-scan logic to correct the aspect ratio.
You may update the Oculus OVRPlugin version of your Unity Editor at any time by installing the most recent Utilities for Unity package for access to the latest features. For more information, see OVRPlugin.
For more information and instructions for using Unity’s VR support, see the Virtual Reality section of the Unity Manual.