This week marks the beginning of my VR game development journey using Unity 6000.0.58f2. My goal is to create a fully immersive experience for the Oculus Quest 3, and I began by exploring different approaches for integrating VR into Unity. I compared Unityβs in-house VR solution (using XR Interaction Toolkit and samples) with Metaβs Developer Hub (Oculus Integration SDK).
After testing both setups, I found that the Meta Quest Developer Hub (MQDH) solution provided the most seamless workflow for Quest 3 β particularly for deployment, performance tuning, and accessing the latest headset features. Unityβs built-in tools are improving rapidly, but for now, Metaβs ecosystem feels more optimized for my target hardware.
Installed and configured Unity 6000.0.58f2 with all required Android build tools.
Set up Meta Quest Developer Hub (MQDH) and connected my Oculus Quest 3 for development.
Imported both Unity XR Toolkit and Oculus Integration SDK for comparison.
Successfully built and deployed a simple test scene to Quest 3.
Challenge: Conflicts between Unityβs XR Interaction Toolkit and the Oculus Integration SDK when both were installed in the same project.
Solution: I created two separate test projects β one for each solution β to evaluate performance, features, and setup simplicity independently. This clarified that MQDH with Oculus Integration offered smoother hand tracking and passthrough features.
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[Unity Manual]
[Unity XR]
[Meta Unity Development]
Deep-dive into the Meta Quest VR toolset, focusing on the Oculus Integration SDK and Interaction Framework.
Continue testing the Oculus Integration SDK in Unity to get familiar with hand tracking and basic interactions.
Start creating small prototype scenes to experiment with movement and object interaction in VR.
Explore basic features like teleportation, grabbing objects, and UI menus for Quest 3.
Prepare for the next phase: building the main map where the core gameplay will happen.
These two weeks were focused on testing and validating the Meta Quest SDK and tools for VR development.
My goal was to better understand how the Meta Quest Developer Hub (MQDH), Oculus Integration SDK, and XR Plugin Management interact within Unity.
I tested hand tracking, controller input, passthrough rendering, and performance profiling to ensure my project runs efficiently on Oculus Quest 3 hardware.
Integrated the Oculus Interaction SDK to enable hand tracking and controller input.
Tested Passthrough mode, verifying that the real-world camera feed can be used effectively for mixed reality effects.
Used Meta Profiler Tools (via MQDH) to measure frame timing, GPU load, and CPU performance.
Verified stable 90Hz performance in test scenes after optimizing materials and lighting.
Challenge: Hand tracking occasionally lost precision when interacting with small objects.
Solution: Increased object collider sizes slightly and adjusted interaction thresholds using the Oculus Interaction Grab Interactor settings.
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[Meta Quest Developer Hub Documentation]
Β [Oculus Integration SDK Guide]
[Unity XR Plugin Management]
Begin the Main Map Creation process β the primary environment that represents the βinside myPhoneβ world, establishing layout, scale, and interaction zones.
This week I began designing and constructing the Main Map, which represents the central hub or βinside myPhoneβ world in the VR experience.
The focus was on defining the spatial layout, lighting mood, and early interaction zones where the player will navigate and engage with core gameplay elements.
Created the initial environment blockout using ProBuilder for quick geometry prototyping.
Defined the scale reference based on human hand and head height in VR (Quest 3 calibration).
Imported optimized 3D assets and tested material performance under URP.
Implemented teleportation anchors and basic movement boundaries for smooth navigation.
Added ambient sound layers to create immersion in the environment.
Challenge: Scene scale felt inconsistent when switching between build versions.
Solution: Recalibrated the player rig and verified Unity units (1 unit = 1 meter) matched Quest 3 tracking space.
Challenge: High draw calls due to overlapping materials and dynamic lights.
Solution: Combined meshes, baked static lighting, and used light probes for dynamic objects.
Challenge: Early map tests showed slight motion sickness from uneven locomotion transitions.
Solution: Tweaked camera smoothing values for predictable comfort movement.
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[iPhone Size]
[iPhone Size and Layout Reference]
[Unity URP Optimization Guide]
[Meta Quest Performance Optimization Tips]
Work on the Proposal and Concept Prototype, integrating the Main Map into the gameplay loop and preparing interactive elements for user testing.
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