Get Started with Oculus Quest 2 Development - Part 4: Oculus App for PC
In this tutorial we will install the Oculus App for PC. This will allow you to preview your VR creations from within the Unity Editor, without the need to build and deploy an APK.
**→ Next Video:** [Get Started with Oculus Quest 2 Development - Part 5: Install Unity](https://odysee.com/@LudicWorlds:1/start-quest2-dev-part-5:a) **← Previous Video:** [Get Started with Oculus Quest 2 Development - Part 3: Sideloading With SideQuest](https://odysee.com/@LudicWorlds:1/start-quest2-dev-part-3:a)
**Want to learn how to develop for the Oculus Quest 2?**
This is the Introduction to an upcoming tutorial series aimed at complete beginners (no prior VR development/ coding experience required).
**→ Next Video:** [Get Started with Oculus Quest 2 Development - Part 1: Oculus Developer Account](https://odysee.com/@LudicWorlds:1/start-quest2-dev-part-1:b)
## Credits:
Music by: [CO.AG Music](https://www.patreon.com/user?u=3550597)
This is the fifth part of a short tutorial series, in which I cover the basics of using Unity's XR interaction Toolkit (version 2).
In this video, we will take a look at the XR Direct Interactor component. We will go through its basic settings and see what role they play when manipulating interactive objects.
**→ Next Video:** [Introduction to Unity's XR Interaction Toolkit - Part 6: XR Grab Interactable](https://odysee.com/@LudicWorlds:1/xri-Part-6:7)
**← Previous Video:** [Introduction to Unity's XR Interaction Toolkit - Part 4: Grabbing Objects](https://odysee.com/@LudicWorlds:1/xri-part-4:d)
[Tutorial Series Playlist](https://odysee.com/@LudicWorlds:1/Introduction-to-Unity%27s-XR-Interaction-Toolkit:3)
In this tutorial we will cover Sideloading, which is the process of deploying unofficial (i.e. your own) Apps onto your Quest headset. We will be using a desktop application called SideQuest to sideload our VR apps.
**→ Next Video:** [Get Started with Oculus Quest 2 Development - Part 4: Oculus App for PC](https://odysee.com/@LudicWorlds:1/start-quest2-dev-part-4:c)
**← Previous Video:** [Get Started with Oculus Quest 2 Development - Part 2: Enable Developer Mode](https://odysee.com/@LudicWorlds:1/start-quest2-dev-part-2:b)
[Tutorial Series Playlist](https://odysee.com/@LudicWorlds:1/Get-Started-with-Oculus-Quest-2-Development:9)
## Timestamps:
0:00 - Intro
1:23 - Install Oculus ADB Drivers
3:01 - Install SideQuest
3:54 - Connect Oculus Quest to PC
5:59 - Quick SideQuest Demo
6:33 - Installing a Game from SideQuest
7:36 - Installing an APK from your PC
8:20 - Launching a Sideloaded App in your Headset
9:03 - Uninstalling an App from your Headset
9:33 - Oculus Developer Hub
10:08 - Outro
## Useful Links:
[Download Oculus ADB Drivers](https://developer.oculus.com/downloads/package/oculus-adb-drivers/)
[Download and Setup SideQuest](https://sidequestvr.com/setup-howto)
[Download Oculus Developer Hub](https://developer.oculus.com/downloads/package/oculus-developer-hub-win/)
[Top Features in Oculus Developer Hub | Oculus For Developers](https://youtu.be/Hm0iizWXUUc) - Walkthrough Video
## Credits:
Music by: [CO.AG Music](https://www.patreon.com/user?u=3550597)
In this tutorial I will show you how to setup Unity's new 'XR Hands' Package.
This is a prerelease version of XR Hands, however, so it is not recommended for use in production!
## Timestamps:
0:00 - Intro
0:55 - Unity Project Setup
2:00 - Updating OpenXR
3:11 - Importing XR Hands Package
4:32 - OpenXR Hand Tracking Features
5:16 - Hand Visualizer Setup
7:39 - Ready to Build!
8:21 - Outro
This is the fourth part of a short tutorial series, in which I cover the basics of using Unity's XR interaction Toolkit (version 2).
In this video, we will create a simple 3D representation of a touch controller and get it to track your real controllers. We will then set up the right-hand controller so that we can grab interactive objects with it.
**→ Next Video:** [Introduction to Unity's XR Interaction Toolkit - Part 5: XR Direct Interactor](https://odysee.com/@LudicWorlds:1/xri-part-5:a)
**← Previous Video:** [Introduction to Unity's XR Interaction Toolkit - Part 3: Action-based Input](https://odysee.com/@LudicWorlds:1/unity-xri-part-3:8)
[Tutorial Series Playlist](https://odysee.com/@LudicWorlds:1/Introduction-to-Unity%27s-XR-Interaction-Toolkit:3)
## Timestamps:
0:00 - Intro
0:39 - XRI Toolkit Examples Project
1:06 - Creating a 3D Touch Controller Model
4:19 - Removing unwanted components
5:11 - Instantiating the Controller Model
8:09 - Colliders
10:35 - XR Direct Interactor
11:11 - XR Grab Interactable
12:12 - Testing the Grab Interaction
12:31 - Outro
This is the first part of a short tutorial series, in which you will learn how to create Mixed Reality experiences on the Meta Quest 3. We will be building our app in the Unity game engine, using Unity's native 'XR Interactive Toolkit'.
In this first video, I will show you how to set up a Unity project for Quest 3 Mixed Reality development. I will then show you how to activate 'Pass-through'. Lastly, we will drop a virtual character into our Mixed reality Scene.
**→ Next Video:** [How to make a Mixed Reality app for the Quest 3 - Part 2: Plane Detection](https://odysee.com/@LudicWorlds:1/quest-mr-part-2:8)
## Support My Work:
❤️ [Support me on Patreon](https://www.patreon.com/ludicworlds)
☕ [Buy me a coffee](https://ko-fi.com/ludicworlds)
## Timestamps:
0:00 - Intro
2:10 - Create Unity Project
2:41 - Build Settings
3:15 - Player Settings
3:57 - Meta OpenXR
5:05 - XR Packages
5:58 - XR Interaction Toolkit
6:26 - XR Plug-in Management
7:41 - Optimizing Rendering
10:52 - XR Rig
13:03 - AR Components
13:59 - URP Settings
14:48 - Get Zombie Asset
15:36 - Set Up Zombie
17:15 - Build & Run App
## Useful Links:
► [How to Turn on Developer Mode on Meta Quest 3 (Swiftness)](https://youtu.be/K3p3P3fCeHo)
► [Free Zombie Character (Pxltiger - Unity Asset Store)](https://assetstore.unity.com/packages/3d/characters/humanoids/zombie-30232)
► Unity OpenXR: Meta - Package Name:
com.unity.xr.meta-openxr
► [Unity OpenXR: Meta - Documention](https://docs.unity3d.com/Packages/com.unity.xr.meta-openxr@1.0/manual/index.html)
► [XRI Docs](https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.5/manual/index.html)
## Credits:
► Music by Scott Buckley - released under CC-BY 4.0 - [https://www.scottbuckley.com.au](https://www.scottbuckley.com.au)
This is the fourth part of a short tutorial series, in which you will learn how to create Mixed Reality experiences on the Meta Quest 3. We will be building our app in the Unity game engine, using Unity's native 'XR Interactive Toolkit'.
In this video, I will show you how to spawn some interactive cubes on top of a 'Table' plane. We will set up a Touch Controller, so that you can grab the cubes and throw them across the room. You will then be able to observe how the cubes appear to bounce off surfaces in your real environment!
**→ Next Video:** [How to make a Mixed Reality app for the Quest 3 - Part 5: Raycasts & Anchors](https://odysee.com/@LudicWorlds:1/quest-mr-part-5:c)
**← Previous Video:** [How to make a Mixed Reality app for the Quest 3 - Part 3: Plane Visualization](https://odysee.com/@LudicWorlds:1/quest-mr-part-3:a)
## Support My Work:
❤️ [Support me on Patreon](https://www.patreon.com/ludicworlds)
☕ [Buy me a coffee](https://ko-fi.com/ludicworlds)
I wanted to explore VR as a medium for Data Visualization.
I created this visualization using the last week of cryptocurrency price data (from the top 20 cryptos) to generate a price relative 3D "landscape". The price data was sampled from the 7th to the 14th of March 2023 (an eventful week in the financial markets, with the collapse of Silvergate and Silicon Valley Bank).
The landscape can be annotated with 'events' (i.e. news, announcements) that have occurred in the cryptocurrency space.
## Credits:
Music by: [CO.AG Music](https://www.patreon.com/user?u=3550597)
This is the sixth part of a short tutorial series, in which I cover the basics of using Unity's XR interaction Toolkit (version 2).
In this video, we will take a look at the 'XR Grab Interactable' component. We will go through its basic settings, and see what affect these have on how the Interable responds to an Interactor.
**→ Next Video:** Coming Soon!
**← Previous Video:** [Introduction to Unity's XR Interaction Toolkit - Part 5: XR Direct Interactor](https://odysee.com/@LudicWorlds:1/xri-part-5:a)
[Tutorial Series Playlist](https://odysee.com/@LudicWorlds:1/Introduction-to-Unity%27s-XR-Interaction-Toolkit:3)