Overall, converting a project based on the SteamVR and ValveVR interaction system is not an easy one. In many cases, you will need to develop components from the ground-up, especially if you do not want to pay for assets or other interaction systems.
Essentially, the main issue that arises while switching to an Oculus standalone app seems to come from references to SteamVR and ValveVR.
During build time for Android (the operating system that Oculus runs on), builds will typically fail if the selected scenes contained any scripts that reference the ValveVR interaction system. Additionally, any textures pulled from SteamVR would fail to load properly into the scenes, resulting in solid magenta colors.
Overall, the development can be broken up into a few main parts:
Below are some helpful resources to get you started.
To use the basic XR equivalent, it’s fairly simple:
From here, you will be able to control this using the default “Ray-Interactor” System. This does not include hands, and thus does not use hands as an interaction system. If you would like to add hands, you can visit this video for manually adding hands.
While most of our assets can remain in our scenes, one exception is the teleportation plane provided by SteamVR. If this is left in, your project will build, but a large missing texture will be visible (a large purple plane).
To begin converting to the XR equivalent:
To convert to Quest 2, you will need to convert any interactible scripts tied to your objects to ‘XR Grab Interactible. To do so:
Converting development team code from any interaction system to another is not a simple process. Most likely you will have to recreate systems from the ground up. For this reason, it is highly recommended that you work on the Oculus version of your program at the same time as the rest of the group, ideally together.