101 lines
4.6 KiB
Markdown
101 lines
4.6 KiB
Markdown
---
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uid: openxr-meta-quest-support
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---
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# Meta Quest Support
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Understand how to configure the OpenXR plug-in for Meta Quest devices.
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The Meta Quest Support feature enables Meta Quest support for the OpenXR plug-in. The **Meta Quest Support** window provides configurable settings specific for Meta Quest devices.
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Refer to the following sections to understand how to [Enable Meta Quest Support](#Enable-support), and the [Settings](#settings) you can configure.
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## Enable Meta Quest Support {#enable}
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To deploy to Meta Quest, enable the Meta Quest Support feature on the Android build target as follows:
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1. Open the Project Settings window (menu: **Edit > Project Settings**).
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2. Select the **XR Plug-in Management** from the list of settings on the left.
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3. If necessary, enable **OpenXR** in the list of **Plug-in Providers**. Unity installs the OpenXR plug-in, if not already installed.
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4. Select the OpenXR settings page under XR Plug-in Management.
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5. Add the **Oculus Touch Controller Profile** to the **Interaction Profiles** list. (You can have multiple profiles enabled in the list, the OpenXR chooses the one to use based on the current device at runtime.)
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6. Enable **Meta Quest Support** under **OpenXR Feature Groups**.
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When you enable Meta Quest Support, Unity produces Application Package Kit (APK) files that you can run on the Quest family of devices.
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## Open the Meta Quest Support window
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The **Meta Quest Support** settings window provides the settings you can configure for OpenXR support on Meta Quest devices.
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To open the **Meta Quest Support** window:
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1. Open the **OpenXR** section of **XR Plug-in Management** (menu: **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR**).
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2. Under **OpenXR Feature Groups**, enable **Meta Quest Support**.
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3. Click the gear icon next to **Meta Quest Support** to open **Meta Quest Support** settings.
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<br/>*Meta Quest Support feature.*
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## Settings reference {#settings}
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The following sections provide a reference of the settings you can configure in the **Meta Quest Support** window.
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### Rendering Settings
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Use the following settings to configure rendering in your project.
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#### Symmetric Projection (Vulkan)
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If enabled, when the application begins it will create a stereo symmetric view that changes the eye buffer resolution based on the Inter-Pupillary Distance (IPD). Provides a performance benefit across all IPD values.
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#### Optimize Buffer Discards (Vulkan)
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Enable this setting to enable an optimization that allows 4x Multi Sample Anti Aliasing (MSAA) textures to be memoryless on Vulkan.
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#### Optimize Multiview Render Regions (Vulkan)
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Enable to activate Multiview Render Regions optimizations at application start (Unity 6.1 and newer).
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To learn more about this feature, refer to [Multiview Render Regions](xref:openxr-multiview-render-regions).
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#### Space Warp motion vector texture format
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Choose the format used by the motion vector texture to store its values. The option you choose depends on whether you want to prioritize visual quality and performance.
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The options you can choose are:
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| Option | Description |
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| :---------- | :---------- |
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| **RGBA16f** | Use this for more precise values. This can improve the visual quality of Space Warp. |
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| **RG16f** | Use this option for reduced memory usage, but slightly less precision. |
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To learn more about Space Warp, refer to [URP Application Spacewarp](xref:um-xr-application-spacewarp).
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### Manifest Settings
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Use the following settings to configure your project manifest.
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#### Force Remove Internet Permission
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Enable to force the removal of internet permissions added to the [Android App Manifest](xref:um-android-manifest).
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#### System Splash Screen
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Uses a `PNG` in the `Assets` folder as the system splash screen image. If set, the OS will display the system splash screen as a high quality compositor layer as soon as the app is starting to launch, until the app submits the first frame.
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Use the picker (⊙) to select an image from the `Assets` folder you want to use as the system splash screen image.
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### Target Devices
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Select the Quest devices your project targets.
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### Experimental
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The **Experimental** section contains experimental settings that are under active development.
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> [!NOTE]
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> Experimental settings might change before they’re verified.
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## Additional resources
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* [Develop for Meta Quest](xref:um-xr-meta-quest-develop) (Unity manual)
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* [Oculus All In on OpenXR: Deprecates Proprietary APIs](https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis) (Meta developer blog)
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