My app already supports Go & Gear VR. Moving to Go only. What should users expect?
I'm not clear on what my Gear VR users should expect if I change my existing app to support only Go moving forward. We would do this because of upgrading the SDK suite / integration from version 1.41 or lower to 1.42 or higher within the Unity project. As Oculus no longer officially supports the platform, we need to follow suit at some point or be stuck with an old SDK for too long. This is okay, given our small population of Gear users. However, we'd like to let them know in advance what will happen, and I really don't know for certain from the information seen thus far. The official announcement only clarified perhaps the most obvious points (I can't post links yet, but it was November 7, 2019 "Gear VR App Development no Longer Supported From Oculus SDK Suite 1.42 and Future Versions"). The current build on our STORE channel is Gear compatible. At some point we would update with one produced with a newer SDK, which will not be Gear compatible (Go only). Has anyone else done this already? If so, what did your Gear users experience? If their last compatible build remained installed, could it still be restored if it got uninstalled at some point later? We are aware that a newer incompatible build is not supposed to appear in the Gear store. If another build channel were created to have all the Gear users as members, would it change the situation at all? Anything else noteworthy? We are looking for an official response as well, but it's good to have the answer clarified among the community.1.5KViews0likes2Comments[Go / Gear VR] Nodes 'Has Input Focus' and 'Get VR Focus State' not working as intended
Hello! I'm having trouble pausing the game using either 'Has Input Focus' or 'Get VR Focus State' blueprint node (and passing certification). I'm also using 'Has System Overlay Present' to check and pause the game if the Oculus overlay is displayed (which works fine). I've checked this on Unreal binary distribution 4.18 and 4.19. Current behaviour is that after about 10 seconds from removing the headset the game pauses but it does not pass certification so I assume there has to be abetter way or something is wrong? I was also looking at 'UnrealSample' from Oculus SDK but couldn't find anything related to pausing the game in that situation. Behaviour is implemented inside Game Mode blueprint, the actors that supposed to pause have the 'Tick Even if Paused' disabled. If anyone has some ideas or samples (blueprint or c++) that could show the working way to do this I will be very thankful. My implementation (also tried 'Get VR Focus State' in place of 'Has Input Focus'):Solved3.1KViews0likes7CommentsI have a .dll how do I get that to work on Samsung S9+ Gear VR
I am trying to create a file from 3DS max interactive that I can walk around in the gear VR. I have done the device ID and produced the output file for Gear VR from 3DS Max which is a .dll I would appreciate it if someone could point me in a basic step by step guide on how I get that .dll to work on my phone with the gear vr?758Views2likes1CommentNative Android with Unity development
Hi Friends, Suggest me to integrate the Native android module(Eg: Login activity) with Unity Gear VR support. I have already tried below steps. But, unfortunately the login page is not accessible in android native code. Use <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/> or <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_dual"/> in Android Manifest.xml. But it not work to integrate Login page(Android Native). Tried with adding the GearVR(unity) as Android module in android studio. But received the these error in android studio. ERROR: Unable to resolve dependency for ':app@debug/compileClasspath': Could not resolve project :GearVr. ERROR: Unable to resolve dependency for ':app@debugAndroidTest/compileClasspath': Could not resolve project :GearVr. ERROR: Unable to resolve dependency for ':app@debugUnitTest/compileClasspath': Could not resolve project :GearVr. Please suggest me the solution.603Views0likes0CommentsMy GearVR app crashes with Samsung Galaxy S10(Android 9).. How to solve this??
Hi~ I charged some GearVR app with Galaxy S7 edge, with android OS 8. This runs well with S7 device. But with Galaxy S10(Android 9), App is installed but it crashes and exit to occulus dash board. My app is made with Unity 5.3.6, perhaps occulus intergration version 1.3.2 or 1.5.0 How can I solve this? Should I update occulus intergration version or unity version..?? Any suggestion will be helpful, thanks in advance :):)824Views0likes0CommentsIs it possible to know if a user had let a review/rating for an app ?
I want to implement a "Rate our app" type of pop-up , but I would want to show it only for users who haven't submitted a review or rating. I would not want to annoy users who have already rated/reviewed our app. Does someone have any idea if the sdk has an property or something for this ? I have yet to find a solution. Any help appreciated, thank you !652Views1like0CommentsRotating object with Gear/Go controller touchpad (SOLVED)
Hello, In Unity 2017.4 i had a script to rotate in object with the touchpad of the controller, Gear-vr and Go. I started a new project in Unity 2018.3 (oculus integration 1.34), and used te same script. But it doesn't work anymore. This is the script: using System.Collections; using System.Collections.Generic; using UnityEngine; public class KE_ObjectRotation : MonoBehaviour { public GameObject ObjectToRotate; Vector3 objRotation = new Vector3(0f, 0f, 0f); public float objRotationSpeed = 60f; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { float TrackpadX = Input.GetAxis("Oculus_GearVr_DpadX"); if (TrackpadX != 0f) { objRotation.y += TrackpadX * Time.deltaTime * objRotationSpeed; ObjectToRotate.transform.rotation = Quaternion.Euler(objRotation); } } } Anyone understanding the problem? Anne1.5KViews0likes2CommentsJittery Camera using LWRP on Gear VR
Hello, I am testing the waters for Quest development, so until that arrives I am using my Gear VR with my S8 (both use the same snapdragon) to get a rough idea of the technical limitations I will be facing. My first step is to get LWRP working on my gear VR, but when I build a scene and run it on my phone, the image is very jittery, even the Unity Logo jitters before I launch my simple scene. When I get into the scene, I can see my geometry/lights and actually looks like an OK frame rate, but the camera just freaks out. The right eye is way worse then the left. Any tips on fixing this problem? edit: I am using Unity 2018.3.5 with the latest LWRP package through the package manager, oculus for android from the package manager, and latest oculus pack from the asset store.534Views0likes0Comments