VR prototyping in Unity with Oculus Quest 2

Goal

Gain more hands-on experience using Unity for VR prototyping with a focus on C# scripting and Oculus SDK.

How

Design and prototype a fully functional product color swatch in Oculus Quest2 using hand interactions within the constraint of a 5 day-project.

Prototype Demo

Design & Prototyping Process

Takeaways

Three challenges stood out while building this prototype:

  1. determining 3d objects’ positions working for average human height is difficult, especially for arm-length interactions, where the impact of users' height differences became more prominent 

  2. learning the ever-changing Oculus SDK which has a very limited amount of tutorials out there, I found the best way to learn is through Oculus’ documentation 

  3. troubleshooting on my own as I had to read and research a ton on the Unity forum to learn C# scripting & debugging rapidly

What’s next?

I only had 5 days, but given more time I still wouldn’t:

  • combine Raycasting and Hand interactions as I think the added complexity for users would not be worth it 

  • use passthrough mode because in its current state (blurry black and white) it doesn’t feel natural 

Given more time (and budget), I would definitely explore:

  • investing in a better graphics card to enable Oculus Link, so I don’t waste time compiling and side-loading APKs each time to test small changes

  • using different rendering pipelines in Oculus because Unity’s built-in pipeline doesn’t render transparent material very well 

  • incorporating other interaction gestures, such as poking to select colors, to make the experience even more natural and intuitive

Previous
Previous

MR prototyping in Unity with MRTK and Oculus Quest 2

Next
Next

UI prototyping in Unity (Sprint2)