Using 3DVista Virtual Tour Pro (VTP for short) to build a 360 photo tour is straightforward, as is setting it up to work in Meta Quest headsets. For immersive headset viewing, add the appropriate VR button icon to the tour’s ‘skin’ – the graphics and buttons overlay that is visible in non-immersive environments – so viewers can trigger the VR browser to change to full immersive display. Then, when publishing the final deliverables ready for uploading to a web site, checking one box in the list of options will ensure the content is optimized for VR headsets.
There is more that can be done: adding video and graphic hotspots with VR-aware actions, allowing the tour to be downloaded to the headset for offline viewing, and so on. Some of these things are dependent on specific project requirements, but this tutorial will show a few tricks in addition to the basics of preparing a tour for headset delivery.
One difference with virtual tours viewed in headsets rather than on desktops is the lack of skin support. The skin is an interactive graphic overlay that is used for control buttons, branding, maps and so on, but at present this doesn’t appear in headsets; using the VR button and stepping into a fully immersive view will remove any skin elements from the experience. Because of this, enhancement plans should be based on adding hotspot elements.
Testing on a computer can be done using the software’s Preview function, but to see the tour in the Meta Quest headset it will need to be published, uploaded to a web site, and then visited in the Quest browser. Make sure you have access to FTP or equivalent file uploading options and some web-accessible online storage. Alternatively, the published tour can be copied to the headset’s internal storage and viewed using the 3DVista app; see Going Further below for details.