My aim was to get hold of Oculus Go, experience and understand current UX for that environment and see how easy (or not) it is to develop for.
- I am not new to programming, but I have been hands off for a few years
- I had never used Unity
- I am new to VR/XR
Notes from my getting started experience over the last few weeks:
- Documentation seems scattered across many sites, and a lot needs to be read/tried in order to understand what actually applies.
- The obvious thing would be to install versions of everything. But that might not be the best thing to do: https://developer.oculus.com/documentation/unity/latest/concepts/unity-req/
- I found the following page most useful in setting up a development environment:
- Unity integration, on the face of it is brilliant, but there are lots of settings to understand:
- NOTE: The Unity Play Button for previewing an app in the editor using Oculus Go as the head mounted device (HMD) does not to work. It seems that only works using Rift. Having seen how useful it is through the few tutorials that are out there, enabling it would be my number one request to Oculus/Facebook. Without it, the build deploy test roundtrip is time consuming.
- There do not seem to be many people blogging about Oculus development or writing tutorials or demos. The learning curve feels very steep. I found the independently created tutorial useful for getting started with a first simple vr interaction:
Unity Tutorial 2: VR Gaze Input ( Oculus Go & Gear VR)
- I’d like to see Oculus/Facebook sponsoring tutorials and developer blogs to build a comprehensive shared knowledge base.