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Francisco Rojas - Launch Pad "PHOBOS: Phobia VR Therapy" - Week 8

I'm a little late in posting week 8's update but that is because I was surprised how painfully slow converting a project designed for Oculus Rift from the getgo (currently 8 GB) to GearVR is. I've pretty much followed what this guy did: https://www.youtube.com/watch?v=2pgbUBMnbtw since the process and documentation for making GearVR app is always changing and not up to date.

Switching to Android platform took forever with the graphics API change (too many images!) forcing rehashing (for some stupid reason checking/unchecking a check box in the player settings restarted the hashing scheme - 2 nights going through this). Once all that was finished in the correct settings, I managed to create my device Oculus signature file using adb devices command and put it under PHOBOS_GEAR_VR\Assets\Plugins\Android\assets. I managed to create the APK file and port it to my phone. It has a nice PHOBOS icon but the app failed to run. I'll try again later, my guess is because each scene's camera isn't set up for GearVR correctly, still using Oculus SDK utilities setup which I should remove.

Scene-wise, I added a shark to the island scene. It has swimming animation and swims around the island following a waypoint path. The nodes have different elevation, so at times the shark dips below the water and at other places it surfaces. I don't allow the user to go too deep but you can see underneath the water in some places for a better view of the shark. Some invisible box collider boundaries prevent the user from going deeper and out of the map. I've thought about adding Jaws music, but I don't think I have the rights for that. So the only suspense for the user is the sudden sighting of the shark with the top fin poking out of the water. I don't allow the shark to attack anyone.

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2 REPLIES 2

erica_layton
Expert Protege
What water shader are you using, after switching to GearVR? I've been wondering what options exist for making a mobile-friendly ocean that looks decent and doesn't kill the frame-rate. There are some options on the Asset Store, but they don't look very light weight. Wonder what the UsTwo folks used in their Lands End game?

Also, regarding app build failing to run: are there still issues with the Android Manifest file having to be in a certain format? That was an issue with builds I did last winter...

Hi Erica. This water is from a prefab found in the Unity Standard Assets Environment package (Water subfolder: Water4Advanced). I have not yet tested this on the Android device. As for Android build failing, I decided to start a new Unity project in Android platform, and then port scene by scene, which I am still doing. Not everything works so far, but at least some scenes work on GearVR so far. So I'm not sure what was the issue in my previous post.