Forum Discussion
Shooter
12 years agoHonored Guest
how to start the development using SDK
According to the Oculus_Developer_Guide , I have installed the Runtime ,download the SDK and have run the demo.
Everything is OK.
But, when it comes to development ,I am confused.I don't konw how to start with SDK.Is there need some configuration in VS2010 ? Such as the .lib, .h?
Someone can give me a instruction ? Or detailed steps for beginning a new project for myself ?
I am looking forward for your reply.
Everything is OK.
But, when it comes to development ,I am confused.I don't konw how to start with SDK.Is there need some configuration in VS2010 ? Such as the .lib, .h?
Someone can give me a instruction ? Or detailed steps for beginning a new project for myself ?
I am looking forward for your reply.
14 Replies
- SeyecoHonored GuestVS2010 for a C++ project:
"Select Project" -> "<Project Name> Properties"
on the properties pages:- expand "Configuration Properties"
expand C/C++
click General
click the Additional Include Directories and select <edit>
This is where I added the following:- "(Path to ovr_sdk_win_x.x.x)\OculusSDK\LibOVR\Include"
"(Path to ovr_sdk_win_x.x.x)\OculusSDK\LibOVR\Src"- expand "Configuration Properties"
expand Linker
click General
click Additional Library Directories and select <edit>
add one (or both):- "(Path to ovr_sdk_win_x.x.x)\OculusSDK\LibOVR\Lib\Win32\VS2010"
"(Path to ovr_sdk_win_x.x.x)\OculusSDK\LibOVR\Lib\x64\VS2010"
click Input (under Linker)
click Additional Dependencies and select <edit>
add release or debug lib as needed:- "libovrd.lib"
"libovr.lib"
now include "OVR.h" and whatevs else...
"OVR_CAPI_GL.h" or "OVR_CAPI_D3D.h"
Is this what u needed? - ShooterHonored GuestThank you for your reply ! That is what I need.
But, there is a new question. After configuration, what can I do with the SDK and VS2010 ? Is there any relations between SDK and Unity?
Do you have related documents ? - EddieJamesExplorerGreat post shooter...
Has someone made an instruction list for those of us that want to learn either Unity or Unreal to make DK2 apps?
Can someone just post a general idea of how it works for an extreme nerwbie to developing an app for DK2?
Do you make the level first with one of the engines and then save it as a DK2 file?
What is the flow? - jhericoAdventurer
"Shooter" wrote:
But, when it comes to development ,I am confused.I don't konw how to start with SDK.Is there need some configuration in VS2010 ? Such as the .lib, .h?
Someone can give me a instruction ? Or detailed steps for beginning a new project for myself ?
I maintain an set of examples for my book at https://github.com/OculusRiftInAction/OculusRiftInAction
It uses CMake to generate project files for both the SDK and the examples themselves. You can clone or fork the repository and then use one of the examples as a basis to start experimenting. You can also put new examples into the /examples/cpp folder and CMake will pick them up and create projects inside the solution for them. This manages all the includes paths and library link paths. - ShooterHonored Guest
"EddieJames" wrote:
Great post shooter...
Has someone made an instruction list for those of us that want to learn either Unity or Unreal to make DK2 apps?
Can someone just post a general idea of how it works for an extreme nerwbie to developing an app for DK2?
Do you make the level first with one of the engines and then save it as a DK2 file?
What is the flow?
I have read the Oculus_Developer_Guide, but still don't know how to do. :(
As far as I know, you can build scene using Unity and then import \Oculus\ovr_unity_0.4.2_lib\OculusUnityIntegration.unitypackage , the Rift can use.
I am sorry that I can not provide you more information. - ShooterHonored Guest
"jherico" wrote:
"Shooter" wrote:
But, when it comes to development ,I am confused.I don't konw how to start with SDK.Is there need some configuration in VS2010 ? Such as the .lib, .h?
Someone can give me a instruction ? Or detailed steps for beginning a new project for myself ?
I maintain an set of examples for my book at https://github.com/OculusRiftInAction/OculusRiftInAction
It uses CMake to generate project files for both the SDK and the examples themselves. You can clone or fork the repository and then use one of the examples as a basis to start experimenting. You can also put new examples into the /examples/cpp folder and CMake will pick them up and create projects inside the solution for them. This manages all the includes paths and library link paths.
I may understand that. The SDK is used to control the Rift how to do, such as the speed, the size of each rotation and so on. I can do what I want though re-make it.
The Unity is used to build scene and OculusUnityIntegration.unitypackage is the connection between Unity and SDK so that we can move in the scene.
Am I right ? - jhericoAdventurer
"Shooter" wrote:
I may understand that. The SDK is used to control the Rift how to do, such as the speed, the size of each rotation and so on. I can do what I want though re-make it.
The Unity is used to build scene and OculusUnityIntegration.unitypackage is the connection between Unity and SDK so that we can move in the scene.
Am I right ?
The SDK is for use by programs that already have rendering systems, or for building new applications with Rift support.
If you're using Unity, you don't need to work with the SDK, just with Unity. - OneirosHonored GuestUnity and UE4 are game engines, which you're most likely going to want if you're new. It will save you a lot of time. Right now the free version of Unity does not support the rift. Pro version of Unity costs a minimum of $900. UE4 is a minimum of $20. Below are tutorials for both Unity pro and UE4. Following that you need to learn how to use the game engine.
https://www.youtube.com/watch?v=xU5_1ivyItg&list=UUTlgIRnl3viQb1zCJqFJwqw
https://www.youtube.com/watch?v=UdmBBBd20f4&list=UUTlgIRnl3viQb1zCJqFJwqw - EddieJamesExplorerI thought he did a GREAT job showing how to get started in Unreal and DK2:
- BraVoHonored GuestHi, got my DK2 now and wanted to start trying out some usability concepts for vr but - it it really true that it is actually not possible to develop something with an 3d engine without spending extra money?
There is no support for udk and unity free?
Weeks ago i've read something that a rift enabled udk 3 version is shipped with the rift?
Any idea how to start developing without buying one of those pro editions?
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