MRTK-Quest is a Mixed Reality Toolkit (MRTK) extension for Oculus Quest (1&2), now with support for Rift/Rift S as well. It was built to showcase the hand-driven interaction model designed by Microsoft for HoloLens 2, on the Oculus ecosystem.
As of MRTK 2.5, Oculus platforms are officially supported, leveraging the code that powers MRTK-Quest. Going forward, Microsoft will be maintaining Oculus support. This repo might get updates, but it'll be more of a hobby project than "official quest support".
- Full support for articulated hand tracking, and simulated hand tracking using controllers with avatar hands.
- Support for Oculus Link on Quest with controllers, which means rapid iteration without builds.
- Full support for any interaction in the MRTK designed to work for HoloLens 2.
- Teleport! MRTK-Quest is currently the only way to integrate support for teleporting with articulated hand tracking in MRTK.
Check out @Dilmerv's awesome tutorial video.
- Unity 2019.4.12f1+ LTS
- Oculus Integration 20.1
- Mixed Reality Toolkit v2.5.1+
- Oculus Quest 1 & 2 - Android / Windows Standalone w/ Link
- Oculus Rift/S - Windows Standalone
Can I see an example project with everything setup out of the box?
- Yes! Take a look at MRTK-Quest-Sample. It is a fully setup project without any symlinks or LFS. It should be easy to clone or download and it should just work.
Avatar hands don't work for me, what am I doing wrong?
- Avatar hand support requires an app id to be set in Resources/OvrAvatarSettings. This repo sets a dummy id "12345". Note as of the latest version of the platform tools, avatar hands may require an official app id to function.
How do I allow MRTK-Quest and HoloLens 2 to co-exist in a project?
The version of MRTK-Quest in this project should work with other platforms following these guidelines, but you're better off using the official Quest support MRTK 2.5 solution if that is your goal.
- First you will need to add the scripting define "OVRPLUGIN_UNSUPPORTED_PLATFORM" to the UWP build target.
- Second, delete the SampleFramework from your Oculus integration folder.
- Finally,
With Oculus Link enabled, Unity Crashes when I hit play in editor! What do I do?
-
If your Quest goes into sleep mode, it will crash the editor when trying to hit play. If the Quest proximity sensor doesn't detect your face, it'll think your Quest isn't used.
Run this via ADB to ensure the Quest is always awake while you develop.
Disable Quest Proximity sensor
adb shell
am broadcast -a com.oculus.vrpowermanager.prox_close
Enable Quest Proximity Sensor
adb shell
am broadcast -a com.oculus.vrpowermanager.automation_disable
Clone this repository, and then make sure to initialize submodules. To do this, open a command line terminal, rooted on the folder you'd like the project to be in. (Hold shift + right click -> Select "Open Powershell Window Here")
Then clone using this command "git clone --recurse-submodules https://github.com/provencher/MRTK-Quest.git"
This will clone the official MRTK development branch as well.
If you'd like your own version of MRTK, simply remove "--recurse-submodules" from the command,
and copy your MRTK files to the External folder, before proceeding to step 2.
Simply download the MRTK-Quest .unitypackage from the latest Release page.. Examples are split out into a separate package, so that users without MRTK Examples can work with a minimal MRTK-Quest development environment. As of 1.0, some audio is stored in a separate package as well.
If MRTK is already in your project, move to step 3.
MRTK will be located in your External folder.
If you wish to develop MRTK, and modify code within in it, independently from your project, this is the preferred approach.
Since MRTK is located in **External**, it will be necessary to make them appear as if they are in **Assets**.
To accomplish this, you will need to create a SymLink.
- On Windows run the bat External/createSymlink.bat by double clicking it.
- On OS X execute the shell script via "./createSymlink.sh".
This will link the MRTK folders cloned via the submodule into the project.
It is possible to import MRTK directly into the Assets folder by downloading the latest oficial release, or via the package manager. Follow MRTK guidelines for this.
MRTK has a Project Configuration modal window that pops up when you first open a project.
- MultiThreaded Rendering The project configuration window will attempt to disable this option, however, from my testing with Quest, it works properly, and improves performance.
New Config scriptable object exposing hand mesh material and performance seetings.
This is a project singleton located in Resources/MRTK-OculusConfig
Teleport support now comes in a few flavors. To make use of either supported mode, you must enable the teleport system in your profile.
- Custom. This is the fully configured version that includes audio and improved visuals. It is enabled by default.
- Official. This version can be set in the MRTK-OculusConfig. Enabling this requires also adding the Parabollic pointer to the Input Pointer Profile. This pointer is less well tested, but will receive updates alongside MRTK versions.
- None. This completely de-activates the teleport pointer from MRTK-Quest.
If you'd like to discuss your issues or ideas to improve this project, please join us over on the HoloDevs Slack. There is a public channel called #MRTK-Quest.
Eric Provencher @prvncher
Modified from: Furuta, Yusuke (@tarukosu)
MIT + (Oculus integration license)