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motorsep's avatar
motorsep
Start Partner
11 years ago

Setting up and deploying for Gear VR - any tutorials ?

Are there any tutorials about setting up Gear VR stuff with Unity 5.2.x, building, deploying and testing a simple scene on the device ?

7 Replies

  • It's a bit confusing, since it says: "Once you have completed the setup process described by the Setup Guide, focus on our Utilities for Unity documentation (Unity 5.1+) " (Which I assume Setup Guide refers to Mobile SDK)

    So the question is do I need to setup Mobile SDK first and then look into Unity Utils, or do I skip Mobile SDK and head straight to https://developer.oculus.com/documentat ... ity-intro/ ?
  • So, I set everything up, deleted default cam, dropped in OVRPLayerController prefab into the scene, added a plane for floor, added a cube to have some point of reference, baked directional lightmaps (default settings), and built .apk

    Here are the warnings I got:

    http://i.imgur.com/12jY8nQ.png

    Any ideas why I got those? Usually I don't have them for standard Android builds.

    Thanks.

    P.S. Unity 5.2.1p3 and latest Oculus Utils
  • Finally got a hold of the phone and tested. It works, but go-back button does nothing, chromatic aberration is present and it feels a bit odd, different from apps in the Oculus store. As if it's just slightly lagging.

    I assume timewarp and chromatic aberration need some scripts that don't come with Utils ?
  • That's strange. The Utils should be all you need.

    In fact, it should work even without anything extra, just clicking "Virtual Reality Supported".

    And for the back button, you need to check for Escape.
  • "cybereality" wrote:
    That's strange. The Utils should be all you need.

    In fact, it should work even without anything extra, just clicking "Virtual Reality Supported".

    And for the back button, you need to check for Escape.


    Well, apparently not everything is in Utils. Even documentation mentions nothing about chromatic aberration and timewarp in Utils, but it does mention importing those from Samples that come with Mobile SDK, which is not only inconvenient, but not artists friendly (I wouldn't know how to hook those up to my scene) :(

    I'll look into Escape thing. I thought it comes with Utils too.