Forum Discussion
dimi_christop
9 years agoExplorer
GearVR preview in Editor
Hi
i did some Google Cardboard dev before.
Is there a way to get a GearVR preview inside of the unity editor?
Right now all the guides i have found either deploy on the device, and painleslly remove the usb cable to insert the device into the helmet. Or deploy over Wifi pairing adb.
Thanks
Dimi
i did some Google Cardboard dev before.
Is there a way to get a GearVR preview inside of the unity editor?
Right now all the guides i have found either deploy on the device, and painleslly remove the usb cable to insert the device into the helmet. Or deploy over Wifi pairing adb.
Thanks
Dimi
3 Replies
Replies have been turned off for this discussion
- vonMaxIngTimeHonored GuestKinda there is. You can enable a strobing version of developer mode
https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-troublesh-device-run-app-outside/
Learn this arcane set of steps cause the phone will randomly now enable this mode even if you turn it off.
It will A: allow USB plugged in Frame FPS Profiler debugging
B: somewhat interactive gyroscoping
Its fiddly but its the best you'll get cause Rift's 360 video texture system !== to mobile samsungs video texture system - AnonymousYou can't use oculus plugin to realize this directly. But you can with steamVR plugin. With steamVR plugin installed, you need also install steamVR. You should have a NVIDIA card. Then you can install Geforce Experience to stream GearVR to your desktop PC. Also be sure to install stream theater through SideloadVR on your Samsung phone. You can use VTRK SDK to develop your VR app which accommodate all kinds of VR SDK together
- markhansavenExplorerThe best way is to somehow get ahold of a used rift and get a graphics card that's just good enough to run it.
It's unfortunate it costs so much to develop for VR but makes sense as this is all so new.
You can do it through RiftCat if you have the right plug and can rig that up.
As has been said also you can get your gyroscope to work upon playtesting I believe. The hardest part of developing for Gear VR I've found to be working with the controller.
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