Native 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.607Views0likes0CommentsMy 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 :):)826Views0likes0CommentsIs 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 !662Views1like0CommentsRotating 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.538Views0likes0CommentsVideos are not showing
Hello, I have a scene with 4 videos, they play all together. I noticed that when theres only one video at a time the application shows them. When all play together the application will not render them. Is this issue familiar to you with OculusGo or Android? best eco_editor960Views0likes2CommentsInvalid Package Name
I am attempting to submit an update to an app already on the Oculus Store. Despite the packages both having the same name I am receiving the following error: Invalid Package Name The package name for an app can't change, and must be the same for every version of the app. Please upload a version with the correct package name. I have double checked the app name and it is definitely the same. I have rebuilt a couple of times and been unable to get past this issue. Has anyone seen anything similar? Cheers Tom1.9KViews0likes3CommentsOvrPlugin.ipd doesn't work on gear vr
Hey guys, From Unity, it seems that the parameters "Stereo Separation" and Stereo Convergence" don't affect anythings. At least I didn't find the code that change any proprieties in the platform libs. I tried to use OvrPlugin.ipd but it's doesn't work, always return the default ipd 64mm. it means that on gear vr the sdk lock the ipd? maybe because the hw can't change the ipd of lens? I have also the same problem with OVRProfile.eyeHeight. I need to change it but I can't find a way Thanks2.4KViews0likes8CommentsDoes OVRInputModule implement IScrollHandler events for Gear VR / Oculus Go?
Greetings everyone. I'm currently porting an app to Gear VR / Oculus Go and am trying to get scrolling working so that when the user points the controller at a 3D GameObject, they can scroll on the touchpad and IScrollHandler events will be sent to the script on that object that implements IScrollHandler. When I first found that this wasn't working, I assumed that I had misconfigured something, because I could see that there was code in OVRInputModule that executed IScrollHandler events, and there are public options on that script related to scrolling. Digging in deeper, however, I have come to the conclusion that scrolling is not supported for Gear VR / Oculus Go, and that IScrollHandler events are only implemented for an actual mouse and for a gamepad controller. Can anyone please confirm that this conclusion is correct? Here's what I found in OVRInputModule that led me to that conclusion: - IScrollHandler events are only executed when leftButtonData.buttonData.scrollDelta.sqrMagnitude is non-zero - There are two places where scrollDelta is set: - In GetGazePointerData(), it's set to GetExtraScrollDelta(), which is determined by the gamepad - In GetCanvasPointerData(), it's set to Input.mouseScrollDelta - I observed that Input.mouseScrollDelta is always (0, 0), even while I'm scrolling on the touchpad - I suspected that there would be code in the Oculus Unity Utilities package to map the controller touchpad's scroll to mouseScrollData, but I didn't find anything that appeared to do that - If I replace the call to `leftData.scrollDelta = Input.mouseScrollDelta;` in OVRInputModule with a fixed value like `leftData.scrollDelta = new Vector2(1, 1);`, the scroll events are sent to my GameObject like I expect and trigger scrolling. So it's not an issue with how my script is listening for scroll events. So, can anyone please confirm that scrolling isn't supported out-of-the-box for Gear VR / Oculus? My current plan is to roll my own scrolling or port the GvrPointerScrollInput script from the GoogleVR SDK to work with the Oculus mobile controller, but since those options will take me some time, I thought I'd ask here before diving in.Solved1.3KViews0likes1Comment