Deploy an MRTK3 project to a Quest device

This page describes how to deploy your Unity Project with MRTK onto a Quest device. To add MRTK to your project, please refer to the setup page.

Note

We strongly recommend using Holographic remoting for rapid iteration and testing on HoloLens 2, which allows for instant testing on the device without the need for compile + deploy. You can also play in Unity directly with the PC's current OpenXR runtime, including Windows Mixed Reality, SteamVR on OpenXR, or even Oculus Link for Quest. See our complete list here.

Deployment Prerequisites

  1. Follow these steps to ensure that your project is ready to deploy on the Quest Device.

  2. Ensure that developer mode is enabled on your device. Installing the Oculus ADB Drivers is optional.

  3. Navigate to File > Build Settings.

  4. Under Platform, select Android. Switch the platform to Android.

  5. Navigate to Edit > Project Settings.

  6. Under Project Settings, navigate to XR Plug-in Management and enable OpenXR under the Android tab. Ensure that Initialize XR on Startup is selected and that no feature groups are enabled.

    Oculus XR Plug-in Management window

  7. Under Project Settings, navigate to XR Plug-in Management > OpenXR > Interaction Profiles and change it so only Oculus Touch Controller Profile is present.

  8. Under Project Settings, navigate to XR Plug-in Management > OpenXR > OpenXR Feature Groups and ensure the following are checked under All Features.

    Oculus OpenXR

    Note

    Red or yellow error/warning icons might appear during this process. Click the icon to open the OpenXR Project Validation tool and select Fix All to address the issues. You may need to do this several times.

    Note

    If you don't see Oculus Quest Support under the OpenXR Feature Groups panel, make sure you've downloaded the Mixed Reality OpenXR Plugin via the MR Feature Tool

Deploying to Device

  1. After you have the project configured, proceed to Generate Build

    Note

    Do not follow the Configure Settings instructions on Oculus's documentation page. Their instructions require the use of the Oculus Integration SDK, and uses the Oculus XR Plug-in rather than the OpenXR Plug-in.

    Note

    We recommend that you select Build and Run to build and run your project. This will cause it to deploy directly to your Oculus Quest.