
Explore the fundamentals of building VR with Unity for Oculus Quest and Quest 2 using XR Interaction Toolkit, OpenXR, and Oculus Integration, including avatars, fullbody VR, and example games.
Install Unity and Unity Hub, activate your license, and configure Android build support to start creating Meta Quest VR experiences with Unity 2022.3 LTS.
Create your first Unity VR project with the VR Core template, explore the XR Rig and components, then build a Quest 2 app using OpenXR or Oculus with developer mode.
Install Unity's XR Interaction Toolkit via the package manager to enable cross-platform VR capabilities for Meta Quest and OpenXR, and leverage starter assets and default input actions.
Import Quidditch game assets as a Unity package, including 3D models, textures, and a scene with a Nimbus 2000 broom and Quidditch stadium, enabling VR interactions via XR Interaction Toolkit.
Set up an XR origin and VR player in Unity with the XR Interaction Toolkit, configure action-based inputs for left and right controllers, and enable floor tracking.
Configure the Unity project for Meta Quest by setting Android build, Oculus XR plugin, and OpenXR, and optimize graphics, quality, and build settings for Quest devices.
Set up Meta Quest Link for fast Unity VR testing and configure OpenXR for cross-platform development. Learn to use XR plugin management and test on Quest and Android.
Learn to grab objects in VR with the XR interaction toolkit, set up a broomstick as an XR grab interactable, and enable distance and direct grabbing with attach transforms.
Explore advanced grabbing in VR using the XR interaction toolkit, and customize movement types: velocity tracking, kinematic, and instantaneous, plus implement haptic feedback for hover and select interactions.
Implement continuous movement and teleportation options in VR with Unity and the XR Interaction Toolkit, wiring up move and turn providers and a character controller for collisions.
Learn to implement teleportation in vr using the xr interaction toolkit by adding a teleportation provider, configuring right-hand teleport and base controllers, and setting up the teleport area and reticle.
Explore building basic VR UI interactions in Unity: convert canvas to world space, use XR Interaction Toolkit with left-hand UI controller, ray interactor, and UI switcher to interact with buttons.
Explore building a full body VR avatar system in Unity with Ready Player Me avatars and Final IK, using XR interaction toolkit for Meta Quest 2 and PC VR.
Import Ready Player Me avatars into Unity with the SDK, load a glb file, resolve a json conflict, and enable blinking and mic-driven mouth animations for VR.
Implement full body VR with Final IK on a Ready Player Me avatar by importing Final IK, adding VRIK, and wiring head and hand targets to the VR IK script.
Adjust the fullbody vr system with final ik to align head and hands to a Ready Player Me avatar, calibrate locomotion, and ensure avatar remains coordinated with XR Origin.
Learn the basics of vr development with Oculus Quest and Unity, including installing Unity, creating your first Quest project, and using the Oculus Integration package for teleportation and vr interactions.
Install Unity and Unity Hub, select Android support with SDK, NDK, and JDK, and create your first Oculus Quest project in Unity 2019.3 to develop for the Quest VR platform.
Import the Oculus Integration package and Quidditch assets to enable Unity VR development on Quest, including sample scenes for basic interactions like grabbing a broom and locomotion.
Set up a basic Unity scene for Oculus Quest by deleting the default camera and replacing it with OVRCameraRig, connecting OVRManager, and preparing VR viewing with eye and hand tracking.
Configure a Unity project for Oculus Quest by enabling the XR system and building the OVRCameraRig scene into an apk for Android in linear color space.
Learn to install apk files to the Quest using Android Debug Bridge (ADB) and two methods, including side-loading and the build and run workflow from Unity.
Install and manage apk files on the Quest using SideQuest, enabling sideloaded games and apps from a community-driven store, with easy drag-and-drop installation and PC integration.
Add a local VR player with the OVRPlayerController prefab, move and rotate in Unity using left and right joysticks, and align ground with floor level tracking for Quest.
Learn to use the Oculus Local Avatar prefab to visualize your hands and controllers, align the avatar with tracking space, and test on Quest builds.
Learn to set up and visualize Oculus controllers and custom hands in Unity, using OVRCameraRig, left and right hand anchors, and Oculus Touch prefabs to synchronize controller tracking.
Set up a basic teleportation locomotion system in Unity for Oculus Quest using the Oculus Integration package, with input handling, aiming visuals, and instant teleport transitions.
Learn to grab objects in VR using the Oculus Touch controllers, by adding OVRGrabbable scripts and grab points, and test with a broomstick, bludger, and beater bat for immersive interaction.
Master distance grabbing in VR with the distance grabber and distance grabbable scripts. Set up a crosshair and sphere collider range to grab broomstick, bludger, and beater bat from distance.
Learn to create and interact with UI in virtual reality using world-space canvases, TextMeshPro, and OVR UI interactions, including buttons and sliders with a laser pointer.
Enable an in-game debug console for the quest to view runtime messages, warnings, and errors. Import the InGameDebugConsole asset, set the world-scale render, and toggle with the left touch controller.
Create a VR avatar in Unity by importing avatar assets, mapping headset and controller inputs to head and hands, and smoothly syncing movement with lerp.
Set up a Unity project for Meta Quest 2 with Oculus Integration to enable hand tracking and explore basic hand interaction scenes.
Set up grabbing in Unity for Quest 2 with hand tracking, using HandGrabInteractor for left and right hands, including physics grabbable and two-hand scaling constraints.
Create a world-scale UI in Unity for hand-tracking, using a proximity field and poke interactable to enable touch, with buttons and text wired to OnClick events.
Explore direct touch 3D button interaction in Unity by assembling a button prefab with a proximity field, surface, and poke interactable, and observe color changes from hover to press.
Learn to detect hand poses in Unity using Oculus Integration's hand tracking, with pose prefabs such as ThumbsUpPose and ThumbsDownPose, and log real-time pose data from headset tests.
Explore building a fully functional vr game called SwordAndPistol, inspired by Beat Saber and Pistol Whip, featuring sword and gun cubes, scene loading, and a time-based song gameplay.
Open Unity Hub, choose Unity 2019.3, enable Android Build Support, and create a new 3D project named Sword and Pistol VR for Quest development.
Import the Oculus Integration package from the Unity Asset Store to enable vr development for Oculus Rift, Rift S, Go, and Quest, with plugin updates and sample scenes.
Import a ready-to-use sword and pistol vr assets package to jumpstart vr development, exploring Unity scenes, scripts, and Ironhead Games assets for a Beat Saber–inspired game.
Implement a VR pushable button in Unity using OVRCameraRig, collision detection, and Rigidbody physics, loading the game scene and preparing for Oculus Quest build.
Configure the project for Oculus Quest and prepare the lobby scene for build. Register the app in the Oculus dashboard, set app IDs, and deploy to Quest.
Explore how to load scenes in VR with compositor layers and OVROverlay in Unity, using a scene loader singleton to background-load on Quest while a loading screen remains visible.
Explore random cube spawning in VR using Cube Spawn Manager, creating gun and sword cubes via coroutines, with CubePhysics and GameSceneManager controlling timing and gameplay.
Master VR shooting in Unity for Quest 2 by wiring a shooting script to Oculus Touch controllers, placing pistol prefabs under left or right hand anchors, and firing bullets.
Attach the sword to the VR hands and swing it beside the pistol. Position the sword on the right-hand anchor and preview upcoming cube slicing with ezy-slice.
Explore 3D object slicing in Unity using the ezy-slice framework, including setting up sliceable objects, the SliceTest script, and producing upper and lower hulls with cross-section materials.
Implement a sword-based slicing system in Unity using the ezy-slice framework to slice cubes like Beat Saber. Set up a slicer plane and collision-based slicing for Oculus Quest.
Implement a reusable Unity vibration system using the Oculus integration, controlling duration, frequency, and amplitude via OVRInput for gun and sword interactions through a singleton manager.
Implement a VR score system in Unity with a score manager, current and high scores saved via PlayerPrefs, and UI panels that display scores during play and at game over.
Add slice sound effects and polish the VR game, disable controller models, and complete a VR UI interaction assignment to load the lobby scene.
---2023 UPDATE IS HERE---
In May 2019, Oculus Quest is released and humanity's hope for Virtual Reality was raised again. Finally, we can truly believe that the age of Virtual Reality has already come...
-WHY?
Because Oculus Quest is not an ordinary VR headset. It is the first successful, standalone VR headset that works without an expensive PC and a boring cable.
As developers, we are so lucky that a revolutionary product is released in our time.
So, it is the best time to develop apps and games for Oculus Quest.
If you agree with me, then this course is for you! With this course, you can quickly get started with your Oculus Quest and Quest 2 Development.
By enrolling in this course, you will learn the fundamentals of VR development with Oculus Quest such as:
Configuring a Unity project for Oculus Quest with the latest XR Plugin Management.
Learning how to build VR experiences with Unity's XR Interaction Toolkit
Setting up Unity scenes for VR implementation
Installing apk files to Oculus Quest with side-loading
Teleportation
Oculus Local Avatar Implementation
Fullbody VR System with FinalIK and Ready Player Me Avatars
Implementing Custom Hands and Controllers
Implementing Grabbing and Distance Grabbing
UI Interactions in VR
Scene Loading in VR
VR Shooting
VR Slicing
Vibrating VR Controllers
In-Game Debug Methods for Oculus Quest
And while learning, you will have so much fun with the game assets featuring Quidditch sport from the Harry Potter universe along with the Sword And Pistol VR Game Assets.
At the end of this course, you will be able to easily prototype your Oculus Quest and Quest 2 game/app.
So, come and join me on this journey to become a part of the Oculus Quest legacy.
Let's build together,
-Tevfik