But which engine... that's an open question, and I'm not that fond of Unity :)
But which engine... that's an open question, and I'm not that fond of Unity :)
If you're looking at the Quest, Holger Dammertz is doing an awesome job with the Oculus Quest Toolkit[0] where I'm also a contributor.
[0]: https://github.com/NeoSpark314/godot_oculus_quest_toolkit
...still hacking around with Unity, but after I get a basic PoC of what I'm doing I might switch to Godot (with C# as the language) for developing the actual MVC.
I'm pulling in desktop screens to VR which can be moved and placed as wanted. Working on pulling in individual applications and doing application launching. Aside from that it exposes a good bit of file system access in game. So a decent amount of stuff a productivity app may want to do.
I'm not a Unity guy but I briefly tried VR in Unity and the support seemed quite fractured. SteamVR has multiple versions across stores/github and I wasn't sure which to use, ditto for various tool kits. Godot I just downloaded a sample project and striped it down then worked off that.
The hardest part is doing anything non-gamey. Occasionally I'll make a help post and people will just reply "why would anyone want to do that?" but the C# support means you can use just about any libraries out there, so pretty much anything is possible with enough fiddling. I dropped the idea but even had OpenCV working with the Index's webcams at one point.
[1] www.vrworkout.at
Once you get it all set up, you can just hit the android button and it’ll export the apk directly to the device. Also, you are still able to live view via wifi.
It's not the API itself, but juggling all the different coordinate systems (room, eyes, controllers etc.) that tends to keep things interesting.