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Got a Quest2 last July, right around time that Google was killing their Icosa-type-thing.

OpenBrush was imo one of the best apps for it and I wanted to start playing around with the code, but had some friction even getting a build started and eventually lost interest. Installed several SideQuest builds, of course, but after I couldn't get a working distributable with built-in Icosa even all the way into September, I got annoyed and I haven't started the app or looked at the project since.

Just getting the Oculus dev env set up to the half-assed extent I did, it's risky, dubious, and feels bad. I never know which agreement I might accidentally click that'll allow Zuckerberg to Quest2 into my house backwards, or whatever.

I guess this is probably a lot less helpful than I thought it would be when I started typing. Sorry!




Thanks. This comment prompted a discussion on how to improve the initial developer experience. The readme definitely needs a tidy up. We tend to assume that anyone interested in building it will be a moderately experienced Unity developer - but I think it's worth reexamining this assumption.

(It's a brave soul who tackles a codebase of this complexity as their first Unity project! But it was my first big Unity codebase and it was a great way to get myself out of the training pool)




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