![]() Update it if necessary, and then import it into your project. In the search bar, type “Oculus” and choose the “Oculus Integration” package that the asset store will offer you. So go on Unity menu and select Window -> Asset Store (or press Ctrl+9). I’ll tell you a secret: there’s no place where you have to look for the Hands Tracking SDK. These are the settings you have to pay attention to Where to find Oculus Hands Tracking SDK In the Minimum API level select Android 4.4 (API 19). Then scroll down to the Identification section and check that the package name is something like (You should have the name of your company in place of Skarred). In the Graphics APIs part, click on Vulkan and then click on the little minus sign below it to remove Vulkan support (this has given me some problem in the build process, so I decided to remove it). Expand the “Other Settings” tab down below. In the Project Settings that will popup, change the “Company Name” to your company (I’ve used “Skarred”), and check that the Product name is “TestQuestHands”. In the same Build Settings popup, hit the “Player Settings…” button in the bottom-left corner. Technically, you can also switch later on, but if we do it immediately, we avoid importing the resources twice. If you’re interested, for this tutorial, I used Unity 2019.2.10f1.Īs soon as Unity loads, let’s switch the environment to Android: File -> Build Settings… and in the window that pops up, click on Android and then on the “Switch Platform” button. Let’s create a new Unity 3D project, and call it TestQuestHands.
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