How to make a Quest 2 Game : Unreal Engine 4

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so i'm going to talk about how to get started doing a quest 2 game inside of unreal engine just the basics what do you need to install what do you got to set up just so you can get started in that sweet sweet game dev so let's get to it so the first thing we're gonna need to do is installed android studio so we're gonna search for it real quick we're gonna need a very specific version of it as well to work well with unreal and again the reason we're gonna need it is because your request two is an android platform and so unreal needs the android kind of information to be able to build to it so that's kind of why we need it so what we're going to search for on google is or wherever you want to search android software development kit archive and once we search for this we're gonna end up seeing the second link here or the first one i think that both work so it's um it's an archive that shows us all the versions of android studio so click on the topmost one it's gonna ask you to agree to again all of its sweet terms make sure you read all this and we're looking for three five three so if we scroll down a little bit we should find right here just a little bit down the page android studio three five three i'm gonna open it bad boy up i'm on windows running a 64-bit system so i'm gonna take this link i like to right-click open in a loo link all it's gonna do is download it um right here so when gonna let this finish downloading and once it is we'll run it install it and go from there so now that has downloaded we're going to install it so i'm going to click on my download it should just take a second here and open up and then we will install it and we'll just talk about the settings that's loud wow thanks so again yep i'm just going to next through this the defaults here are fine wherever you want to install it i will suggest just keep it to your default c directory usually sometimes programs freak out um yep i would love to name this android studio let this extract and after it's done we will get back to it okay now that we have finished we're going to click next and we're going to start up android studio for the first time and it'll be just a little bit of an initial setup here just to get it up and running make sure everything's hunky dory so tip of the day i don't need another tip of the day looks like everything should be set up it might be that i've already had mine set up before if you have any additional information that comes up here basically you could just leave it as is pretty generic um but yeah at this point now you should have uh android studio up and running we're gonna need to do is make sure that we set up some of the android hooks into unreal so again a little caveat you need to have an unreal engine 4.25 at least for a lot of stuff to work um but anyways so i have my unreal engine installed under my c drive um program files epic games and then the versions of the engine wherever you have yours installed just navigate to there now okay so i have unreal 4.26 installed i'm going to open that up the next thing we're going to do is go to engine and then extras and then we're going to go to android and then in here depending on the platform you have so either windows mac or linux so i'm on a windows machine so i'm going to run this setup android.batch file so i'm going to double click this it's going to fetch some information real quick it has succeeded i just need to press any key to continue you might have to hit y or something else to make this work boom we're done with that step now so now that we've got our android information installed and we're about to get into our project we need to install the oculus app so that way when we plug our quest 2 into our pc we can get it to talk to it so all we need to do is come in here and type in oculus app the first link will take us exactly where we need to go and on this page you should see download software what you're going to do is you're just going to install this i already have it installed it's very straightforward you're going to install this and what it's going to allow us to do is to see your request to on your pc so what you're going to want to do is install the oculus app on your phone you should be able to see something like this going to settings and then you're going to see your hmd at the top so the quest 2. once you open it up you'll be expand the options go to more settings and then from there developer mode in developer mode we just want to make sure this is ticked over and then we'll be able to send packaged games and all kinds of files to our pc from our quest okay so now we're finally at the step where we're going to set up our unreal project so we're going to come into unreal engine make sure that we're at least in engine version 4.25 i'm going to click launch on 426 which is what i currently have installed which should be perfectly fine for us unreal is just going to initialize here and i'm going to select games because that's we're going to end up making here click next i'm gonna use a blank project because it'll be lightweight no clutter in there click next no starter content or anything else like that anything i'm gonna do is come down here and rename it ma to quest to game create the project unreal is going to take a second or two to start up here and once it does we're just going to initialize a few of the core settings we need to set up to make sure it works so once we're here inside of unreal i'm just going to put the default back to the layout i'm just going to drag in a cube from over here on basic just our level just to make sure that we know it's our scene and from here i'll go to file save current and this is just going to save our map so i'm going to content new folder i'm going to name this maps and i'm going to name this quest to map underscore one so you can name that whatever you want and we just created this folder to kind of keep things clean so save that so now we have a saved map now we want to make sure that we change our project settings to make sure everything's right so if we go to edit and plugins i'm going to type in this top search bar here oculus and once you do that you're going to look for oculus vr as one of the options and just confirm that this enabled has been ticked if for some reason it isn't then don't worry i'm gonna dismiss this new plugins available so i don't care the other thing we're gonna do is gonna set it up for the android platform which is what your quest two runs on is an android platform so i'm gonna edit project settings i'm going to scroll down to platforms android project is not configured configured can't speak sometimes configure now goes all green perfect the thing we want to do is change the minimum and target sdk here so for the minimum we want to set this to 23 and for the target let's set it to 25. and again this is just to know which sdk of the android to use the only thing we're going to do is go down to advanced apk packaging and under packaging for oculus mobile devices we're going to take this plus sign and click it twice so once twice and you'll see now we've basically enabled unreal to package up so take all your files make a little package out of it and send it to the quest 2 and work there and also work for the original quest the last thing we're going to do is take a look at some of our rendering settings so we're going to first of all come in here we're going to enable a little bit of multi-sample anti-aliasing which is just going to help get rid of the jaggy's edges inside of the rendering so once we do that come down we're going to look for the vr section and here you're going to see mobile hdr we're going to disable this it can cause some issues and be kind of expensive once we do that we're going to need to restart the engine so i'm going to click restart now give it just a couple seconds here and it should be good to go all right now that we've done that we've kind of committed ours our settings you're going to see it didn't load to our scene because that cube's gone so i'm going to go to maps and i'm going to go to quest 2 and you'll see this is our map but i want to make sure that this is the map that starts every time we play so go back to edit project settings maps and modes and then the default maps for the editor start and game map i'm going to click this little drop down arrow i'm going to go to quest 2 map underscore 01 which is the map we made i'm going to set both these drop downs to that so now that that's set we're going to know that this level is going to work so i'm just going to ctrl s to save now i want to make sure i set up my pawn which is the little person that i get to become so i'm going to possess the little pawn that my vr guy makes so in my content browser i'm going to right click go to blueprint classes gonna go to pawn again this is possessible this is kind of like the actual character so i'm gonna name mine quest two pawn very original open this bad boy up inside here i'm gonna need three things camera and two hands so i'm gonna add a component i'm gonna type in the camera just add that right at the base of zero zero zero i'm gonna click on add a component and type in motion controller so right here you see motion controller and we can just do it again motion controller if i could spell okay so what i'm actually going to do is i'm going to name mine motion controller l and the other one here i can just click f2 on it and name it motion controller r and then what i'm going to do over here once i have motion controller are selected i'm going to scroll on down until we see motion controller and the motion controller source we're going to switch from left and then we're going to just again click on it type right select right and then also i'm going to set this display device mode to true what this is going to do is going to allow us to see temporarily like a placeholder controller of the oculus so this is the right one i'm going to move to the right it doesn't really matter these are going to get moved anyways when we start playing i'm going to take the left one which is already again its properties have been set for motion shorter left the display model turn that on move this over to the left one other thing you're going to notice here is that this parent tree is a little messed up in terms of how these are parented so i'm just going to drag the motion controllers out and hover over default scene root and make that the attachment i'm going to do the same for motion controller left and basically what i want to see is no little extra arrows besides the one next to scene root this just means that nothing's parented to each other and you're not gonna get any like goofy stuff going on so we can save compile that and then from here i need a way to spawn in this pawn because by default when i play it's not going to spawn in my guy at least not consistently so again we're going right over here to blueprint class we're going to go to game mode base and what a game mode base so i'm gonna type in um quest to game mode as the name of this double click to open it up and really it's just a set of data so this just kind of defines like a game mode like what gets spawned and how it gets used so the default spawn is going to end up being our quest to pawn which we already just made which would be awesome so we'll just do that compile and save so now we have a pawn in a game mode so we need to set the game mode that's using our pawn so we'll come back to edit go to project settings go to maps and modes and the default game mode which is not that we will set to quest 2 game mode the thing we just made so now unreal is going to use our game mode which uses our pawn now the next thing to realize is that this pawn has a spawn point right in the center of it okay so if we go into our pawn i want you to realize something so if i visualize this right now my camera and the default kind of point is at zero zero zero so we can imagine a world where this camera is going to try to load in exactly in the center of this player start okay so what we can do is we can actually set this up a little bit so under our default scene room and our event graph of our quest 2 pawn in event begin play there's a little bit of options we can do for setting up our camera so we're going to do set tracking set tracking origin so what does this mean so we have a couple different options in here floor level and eye level are the two what does talk about quickly so the floor level is going to set move this quickly this pawn this zero this point in the middle this will be our virtual oculus floor so when you set the floor level inside your quest to this point is the floor so if we set this to floor level like this we want to make sure that our player start oh i'm moving everything around all nasty leg is even with the floor if that makes any sense so we're kind of getting we're setting this point at the very center here as the floor by setting our pawn to be the floor so if we do this and save the player would always be different heights if you didn't want the camera to be exactly where you need it to be in a game you basically put this point exactly where you want and in this set to eye level which would be like kind of like exactly where the camera is in the game in quest so that way you could like really precisely place where the quest 2 is going to be but i'm going to set mine to floor level compile save i'm going to take this and just put it on the floor ctrl s to save and then the next thing we're going to do is we're going to actually try to play it in vr so next the play button here with a drop down arrow there's an option here called vr preview if we click on this you're gonna see a window appear hopefully and then we're gonna take our quest to put it on i'm gonna try to grab my controllers here and what i'm gonna do is i'm gonna come into my quest 2. i'm going to record this and once i'm inside my quest 2 what i'm going to do is i'm going to see my main settings i'm going to go to settings tab oculus link which we should have set up before you might ask for permissions as soon as we do that you can see now we are previewing our world i'm in a seated position i can see my controllers they're moving with my controllers in game and we could test out our different functionality if i want to take it off i can just move my head up come back to my computer hit the escape key and we'll drop right back pretty awesome if you ask me the other option besides the vr preview mode which is pretty quick to do once our vr headset is attached is to actually make a build and deploy it to the headset so what does that mean well what it does is under this launch button here as long as we have our quest to attach the link cables the software is installed right you should be able to see your quest to show up right here and what ends up happening is uh once we click on this unreal is going to take our files for our project it's going to package them all up into a file and it's going to send it on to our headset our quest 2 and it's going to save it on there actually and what it'll allow us to do is play the game natively on the device so when we do the preview it's just kind of like sending the signal from the computer to us but when we click this launch we make a build this way we can have an actual running version of the game and see what happens what i will say is some things are going to look a little bit different by default the sky box and unreal usually doesn't work well with mobile device with the android so what we'd end up doing is here is come up to launch click on quest 2. now this can take a while it's basically to start processing the outputs i'm gonna click this show output log this is gonna run through and do a bunch of work um the first time you run this it's gonna take a long time sometimes it will need to build all the shaders um it will need to compile all the shaders to work in the build if you've already done that it won't take too long at all but don't be surprised if this takes a bit of time on your pc once it's done though it'll basically confirm that the build is completed and what you could end up doing is if your computer is already using the oculus link you should be able to just see it on the device the other option is once it's built and deployed in your options for software you can go to unknown sources on your quest and see your builds there as well so hopefully this makes sense and is pretty straightforward so at this point now you've done a lot you've on installed android applications you've got your project up and running you've got oculus apps on your desktop on your phone and you should be able to now see your game have it set up and start deving it so that you can actually release it in the future so if this video was helpful please give it a thumbs up and subscribe to the channel that's always useful i know everybody says that but it really does help and i'll see you guys in the next one cheers
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Channel: Polygon University
Views: 21,522
Rating: undefined out of 5
Keywords: quest 2, ue4, unreal engine 4, game development, video game development, making games, vr
Id: Nqg3qlJdCCM
Channel Id: undefined
Length: 18min 17sec (1097 seconds)
Published: Fri Jan 08 2021
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