Unity’s VR project template provides a starting point for virtual realityA system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info
See in Glossary development in Unity. The template pre-installs the packages you need for VR development and is pre-configured with headset and controller tracking in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary hierarchy.
Unity directly supports the following VR platforms:
For more information on how to start developing apps for these platforms in Unity, refer to their documentation in the list above.
If you are planning to target Valve’s OpenVR platform, you must download Valve’s OpenVR Unity XR Plugin and their SteamVR Unity Plugin for input.
To use the VR project template, follow these steps:
Device | Player type | Plug-inA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info See in Glossary provider |
---|---|---|
Oculus Quest | Android | Oculus |
Oculus Rift & Rift S | Standalone | Oculus |
Windows Mixed Reality VR | UWP or 32-bit Windows | Windows Mixed Reality |
Platform | Graphics API | Stereo rendering mode |
---|---|---|
Oculus Quest | OpenGL ES 3.0 | Multiview |
Oculus Rift & Rift S | DX11 | Single pass instanced |
Windows Mixed Reality VR | DX11 | Single pass instanced |
If you want to completely remove the example Assets from your Project, follow these steps:
Assets
folder (Project tab) More infoAssets
folder.ExampleAssets
folder.XRController
GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info