### 1. Setup Development Environment: #### a-1. Oculus Development Hub (ODH): - Download and install the [Oculus Development Hub (ODH)](https://developer.oculus.com/documentation/unity/unity-odh/). - Connect your Meta Quest 2 to your PC using a USB-C cable. - Use ODH to enable Developer Mode on your Quest 2. ### a-2. - Download and install the [Meta Quest Developer Hub (MQDH)](https://developer.oculus.com/downloads/package/oculus-developer-hub-win/) - Connect your Meta Quest 2 to your PC using a USB-C cable. - Use MQDH to enable Developer Mode on your Quest 2. #### b. Unity Setup: - Install [Unity Hub](https://unity3d.com/get-unity/download) and then install Unity (preferably version 2019.4 or newer). - Create a new Unity project. - Go to `Asset Store` and download the `Oculus Integration` package. - Import the package into your project. #### c. Android SDK & NDK: - Install [Android Studio](https://developer.android.com/studio). - Open Android Studio, go to `SDK Manager`, and ensure you have the required SDK and NDK versions installed. ### 2. USB OTG Camera Integration: #### a. Android Manifest Permissions: Add the necessary permissions to the AndroidManifest.xml: ```xml ``` #### b. Accessing USB Camera: You can use the [UVCCamera](https://github.com/saki4510t/UVCCamera) library. Here's a basic way to integrate it: 1. Clone the UVCCamera repository. 2. Import the library into your Unity project. 3. Create a bridge class in Unity to interface with the library. ### 3. Display Camera Feed in VR: #### a. Create a 3D Plane in Unity: - In the Unity hierarchy, right-click and create a 3D Plane. - This will be used to display the camera feed. #### b. Display Camera Feed: ```csharp public RawImage displayImage; // Drag your RawImage component here in the inspector void UpdateCameraFeed(Texture cameraTexture) { displayImage.texture = cameraTexture; } ``` ### 4. User Interface & Controls: #### a. Basic UI: - Use Unity's UI system to create buttons for connecting/disconnecting the camera. - Use Oculus Integration's `OVRInputModule` to make the UI interactive in VR. #### b. VR Controls: - Use the `OVRInput` class from Oculus Integration to detect button presses and controller movements. ### 5. Testing: - Build and run your Unity project for the Android platform. - Wear your Quest 2 and test the app's functionality. ### 6. Deployment: - Follow Oculus' [submission guidelines](https://developer.oculus.com/distribute/latest/concepts/publish-submission-guidelines/) to submit your app to the Oculus Store. ### 7. Considerations: - Regularly test with different USB OTG cameras to ensure broad compatibility. - Monitor battery usage and optimize as necessary.