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motorsep
10 years agoStart Partner
[Gear VR] SDKs as plugins for UE4 ?
I am wondering why doesn't Oculus make a plugin for UE4, the same way it does Utilities and such for Unity. I get it, Unity is what you guys use on daily basis, but it was my understanding you also use UE4 on daily basis :/
If anything, stuff like Audio and Mobile SDK, and Social (including lip sync) could have been done as a plugin (right?), so that devs wouldn't have to wait on Epic to integrate it into engine itself (Audio SDK isn't there as far as I know; Social isn't there at all and there is no saying if it will be any time soon).
If anything, stuff like Audio and Mobile SDK, and Social (including lip sync) could have been done as a plugin (right?), so that devs wouldn't have to wait on Epic to integrate it into engine itself (Audio SDK isn't there as far as I know; Social isn't there at all and there is no saying if it will be any time soon).
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- motorsepStart Partner
"vrdaveb" wrote:
"motorsep" wrote:
What rumors? Why do you think it's related to the GLES version?
I have "holes" (missing triangles) on a single static mesh with 25k tris count. The rumor has it it's due to GLES 2.
I talked to some devs and the recalled vertex limit per mesh in either Web GL or HTML5, and thought that perhaps GLES 2 has similar limit. I haven't tried splitting my mesh yet to confirm lower vertex count works or has the same issues."vrdaveb" wrote:
ASTC already works. Is it not working for you?
Horrible deployment times :( I recall I tried it once, my test build crashed (could be unrelated to ASTC) and I never tried again (didn't want to wait that long for another build). That was with 4.9. I'll give it a spin with 4.11 - opampProtege
"vrdaveb" wrote:
"opamp" wrote:
What kinds of toys would you like to see in the UE4 integration?
UE4 is alway's slightly behind Unity when it come to the new shiny toy's.
It was an observation rarther than a request.
For example,
The audio sdk was first released in March 2015 with native unity support.
In UE4 it was first implimented in August 2015.
5 month's later.
SDK 0.6.0 was realeased May 2015 with compositor layers supported by Unity.
Assuming Epic release 4.11 this month thats 10 months.
I'm guessing there has been similiar situations with mobile feauture's(I vaguely recall during the GVR game jam UE4 dev's requesting feature's that had'nt yet been implimented).
Then we have the Lip-sync plugin, and the Oculus sample framework for Unity.
When Oculus release a new feature I can almost garantee that it will be supported by Unity from the get-go. But not so for UE4.
This is'nt a complaint as im sure there are some reason's behind this. It's just a statement of fact. - vrdavebOculus StaffThanks, we'll work with the audio and samples teams to bring more of this stuff over to UE4. Unfortunately, the rendering team is the only one that currently prioritizes shipping a UE4 integration on the same day as each new SDK. Sometimes we have to ship through Github because changes take longer to propagate into an official UE4 release, but the intent is to have zero latency between Rift/mobile SDK releases and UE4 (and Unity) support.
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