Debugging of Virtual Reality application in Unity .. How to do?
I am developing a virtual reality application in unity. Every time I want to test my application I build and run the application on android note 5, Please tell me the way to debug the code? How to debug the VR application in unity and Visual studio?744Views0likes0CommentsMobile 64bit vs 32bit apk size etc
Hi, Thanks to the 64bit sdk we can now build towards that target. Can you pls advise on best practices going forward for mobile apps that support all device targets with one build (Gear/Go/Quest)? 1. Do you plan to offer bundle support for 32/64bit hybrids similar to the Android App Bundle format that Google Play supports? 2. Could we go with 64bit apk's only? Maybe exclude some of the older GearVR devices which your dashboard already supports if necessary (S6 seems to have a 64bit CPU)? Enabling 64bit support in Unity blows our apk up from 70MB to 100MB so any guidance would be awesome. Has anybody tried pure 64bit uploads at this point?993Views0likes0CommentsGear VR Chromatic Aberration, Blue lines at the bottom of screen. Unity
Hello, I'm developing a multiplayer game for Oculus GO and Gear VR using Unity. After my submission, in my test results, I received the error of: "On Gear VR devices, users are exposed to a blue flickering near the bottom of their vision" Chromatic Aberration or blue lines are formed around white objects located at the bottom of the screen, and red lines around white objects at the top of the screen. This problem doesn't occur on Oculus GO but as far as I know Oculus GO has Chromatic Aberration Correction. I am using The Lightweight Render Pipeline (LWRP) for my game. How are you solving Chromatic Aberration problem? Thanks.675Views0likes0CommentsGear VR app on Google Play store - Needs signing
Hi all, We have an Gear VR app that is in closed beta on the Google Play store made using Unity3D. The issue is players are reporting that the app doesn't load and says "Thread Priority Security Exception. Make sure the APK is signed." usually that means you need an osig file or to sign it in Unity for Android(which we have done) but we need the app to not need this as it is for public use? Any help would be great!652Views0likes0CommentsDevelopers from Argentina.
Hi my name is Pablo . I am an indie developer from Argentina. Though I´ve been working in the game industry for quite some time now ( mostly doing 3d art , also working in Unreal Engine and Unity ), I am a novice working in VR . I am currently developing an app specifically for Gear VR. and I would like to get in touch with other fellow developers from my country and other Spanish speaking lands . Right now I could use some help from someone already selling apps via the Occulus store , hopefully I can provide help to others within my range of knowledge. Cheers !465Views0likes0CommentsBest way to share your game with the press before release
Hi everyone! I'm wrapping up my Gear VR game which I plan to release by November. I haven't submitted the game for review yet to the store (as it is not complete) but it has already been covered by the press (based on my teaser trailer and screenshots). Is there a way to share my latest beta of the game with the press without using the 'beta channel users'? Keys would be ideal really, but keys are only available once your game has been approved, and ready for release, which may be too late. You see, the press doesn't always respond to emails (even when they feature/post about your game), and asking them for their oculus account emails in order to allow them to play the beta has been really tricky. It would be a lot easier if I could send them keys... Has anyone had this problem before? Or have people been waiting for the game to be released before sending keys to the press? Thanks for your help :)624Views0likes0Comments