What is the best practice to create a Twinmotion VR with Occulus Quest 2

I work for a developer and we want to create a simple to use VR experience for our clients.

Is there a way we can export a Twinmotion Model so that we can view it with the occulus quest 2 as a presaved presentation? Ideally, we would like to be able the user to freely walk through the project rather than navigate between certain points.

Right now, we require a very expensive PC to run the VR and we are hoping to find a simple, more streamlined solution (if one exists)

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Hello ,

Yes. Twinmotion's Presentations feature is fully VR-ready and lets you export a standalone executable that can be shared with users and lets them use VR to navigate around models.

We have a video that covers this in-depth that you can watch at https://youtu.be/NvCjWUgqCXk

Best,

​​​​​​​Raghib

Hi Raghib, it seeems you misunderstood @Adam Danielli​ question. they were not asking about using a PC to run the twinmotion VR. But to run it natively on Oculus Quest 2.

The answer should be by importing .tm file into Unreal Engine (via twinmotion unreal datasmith plugin and UE twinmotion content plugin), and then using Unreal Engine to package the project into .apk for Meta Quest 2 android.

the problem is that will result in missing textures when being run in the meta quest 2. Everything will look fine on UE 5.1.1. editor tho.