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Developing for XR Elite -- where to start?


dagimage

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Hi,

I've done a fair bit of VR development in Unity, but I'm totally confused about how to start developing for the XR Elite. I'm making a project which will run on a computer and use wireless streaming to the headset. Which SDK should I use? And how do I get Unity to run the project on my headset when I press run?

So far, I'm trying OpenXR for PCVR, and have followed the instructions here: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/installing-vive-openxr-pc-vr-plugin/. I installed Vive Streaming, and the headset is connected to the computer by USB, and Vive Streaming sees it (headset and usb icons are active). When I try to run a sample project in Unity, it opens in the game view in Unity, but does not run on the headset.

What am I missing? Should I be using the OpenXR for Android instead of for Windows? Is there something I need to set to tell unity to run things on the headset? I don't remember having to do that when I worked on a project for the Focus3, but that was almost two years ago and my memory's not that great...

Is there a tutorial somewhere for developing for XR Elite? I looked at the pinned instructions for using OpenXR in Unity for the Focus3 (in the Vive OpenXR forum) but that seems to be out of date.

Thanks for any suggestions or pointers.

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Hi,

Sounds you are developing a PC content. You can start VIVE Streaming on XR Elite via USB connection to your PC. Once VIVE Streaming started and connected, you can totally see it as a PC VR headset. Then, it is just as developing for any regular PC VR headset.

Since VIVE Streaming works with SteamVR, so make sure to set SteamVR as your OpenXR Runtime.

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  • 3 months later...
  • 2 weeks later...

As far as I know and as @Huxxley said you can only use the OpenXR or Wave SDK to make a build that works for standalone. In particular if you use the Wave Skd it it will pop out the reccomended changes for the Player Settings which can be convenient if making a quick build. Things to check are similar to builds made on the Focus or Oculus Quest, like using the OpenGL3, Arm64 as target cpu, remove any post processing if using URP and similar others.

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