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kayyo
11 years agoHonored Guest
Multi-platform development: Building a non-OVR version
We are at the beginning of our Samsung Gear project and are thinking about ways to make the project architecture to support other non VR platforms as well. I know Unity very well but I am newbie in Oculus so sorry if this sounds trivial.
What should I do to setup the project in a way, that I can switch the platform to build an iOS or regular (non-Gear) Android version? Especially for Android the alert to insert the Note 4 into Gear has to be suppressed.
Thanks
Kay
What should I do to setup the project in a way, that I can switch the platform to build an iOS or regular (non-Gear) Android version? Especially for Android the alert to insert the Note 4 into Gear has to be suppressed.
Thanks
Kay
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- SAOTAHonored GuestI have an app in development that changes to OVR style camera setup on device rotation just by disabling main camera and enabling a parent with two camera's.
In initial experiments I also came across a github project that switches based on a keypress if automatic detection fails. - kayyoHonored GuestThanks for your hint, I got it. I ended up with 2 prefabs located in Resources folder. Both contain an empty game object and the appropriate camera as child. At app initialisation a small boot loader class determines which prefab to use for camera instantiation.
The empty parent objects have a component as an interface for providing information needed by other objects e.g. menu etc. These components BasicCameraController and VRCameraController are derived from some AbstractCameraController.
I tested it on a cheap Android and it works with BasicCameraController. When the VR camera prefab to be used, it crashes - as expected. This is useful in editor testing too, so we don't have the annoying warning popup when Unity's OVRPlayerController is started.
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