Getting Started in VR from Scratch with Oculus

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Approved for Versions:4.18

Start with a Blank new project, then follow the steps below.

1. VR Camera Setup

Since you are working with the Oculus, start here [1] if you are setting up a standing experience or here [2] if you are setting up a seated experience. This will get you to the point where you have a working VR camera at the proper height from the floor and you can look around.

2. Motion Controllers Setup

Next you may want to add support for the Motion Controllers. This is where you need to look [3]. At this point you have visible hands in VR (even though they cannot grab anything).

3. Basic Locomotion

The next natural step would be to add to your VR Pawn some basic locomotion capabilities, so you can move around the scene. Unfortunately this is not specifically covered in the official documentation, but there are few tutorials on YouTube you can refer to. Shameless plug, two of them happen to be by me. This one in particular [4] shows how to add thumbstick based locomotion on top of the standard VR template, however if you start at 2:33 what are you seeing applies also to an experience built from scratch. The only thing you will have to do is to create the input axis mapping for the thumbsticks. Check here [5].

4. Teleportation

If you want to implement teleportation as an additional or alternative movement method, you can refer to Mitch's tutorials here: or you can check how this is implemented in the standard VR template. Mind the fact that while teleportation per se is not difficult (it boils down to find a point to move to --> move to that point) there are a lot of nuances around it, especially related to the use of navigation meshes and to creating a nice dynamic teleportation arc to show where you will be moving to.

5. Arm Swing Locomotion

There are few tutorial on YouTube which show how to implement it. Here is a particular comprehensive one:

6. Pickup / Drop Objects

This is not super-easy because most of the available tutorials don't start form scratch but build on top of an existing template. You can always check how this is done in the Standard VR template or refer to this [6] or this [7].

7. Attach elements to the HMD (and the to Controllers)

This is covered by the official documentation here [8].

8. VR Optimization

As your project grows in size and complexity, you will soon find out that to meet the 90 FPS framerate you will have to start optimizing it, e.g. switch to the Forward Renderer, turn on Instanced Stereo Rendering, tweak your materials, etc. Most VR best practices are described here [9] while measuring performances so you know where your bottlenecks are and can fix them is described mostly here [10].

There would be much more to it, e.g. working with the Guardian system, managing VR Focus, etc. but what I listed above should get you started.

Posted by vr_marco