[GearVR] Splash screen no longer working in Unreal Integration version 1.24.0
Configuring a splash screen via the OculusVR plugin settings under project settings no longer displays a splash on GearVR for both the 4.18 and 4.19 branches of the 1.24.0 Unreal Integration. Let me know if any other info is required however it has been also reported by other users over at the Unreal Forum. 4.18 Unreal binary version displays the splash screen as expected.1.3KViews3likes5Comments[GearVR] Back Button handler no longer working in Unreal Integration version 1.24.0
Trying both 4.18 & 4.19 versions of 1.24.0 the Back button override no longer works. Usually calling the console command: gearvr.HandleBackButton 1 You are able to use the "Android Back" button event in UE4 to display for example a menu however it is no longer working in these builds :( Epic's binary 4.18 using the older Oculus SDK it is working as expected. Example project on the 4.19 branch attached. Back button and console command called in the Pawn_Blueprint1.4KViews2likes6CommentsUE4.22 binary huge performance drop for Go / GearVR projects
Anyone else noticing a huge drop in performance when testing their projects in Epics 4.22 binary branch (Oculus SDK runtime 1.32)? Is there a setting somewhere to fix this? Draw thread on one project was running at 16-17ms in 4.21 and below, now runs at 27ms in 4.22 !! (results in a good 10+FPS drop) ::neutral: I hope this will be fixed in the Oculus 4.22 branch before it's released?1.8KViews2likes12Comments[GearVR] Video only playing on first launch on some devices
I'm currently working on a GearVR experience which involves playing some video, and I'm having a problem with the playback on Note 4 and Note 5 devices, after uploading the app to Oculus Home. I've been trying to play back the video with both the AVPro plugin from the asset store, as well as the media player in Google VR for Unity, both have the same problem. The issue is that the video only plays back on the first launch of the app on these devices. That is, first time after install, and the first time after rebooting the device. On the next launches, the app seems to work fine otherwise, but no video is played. It works as expected if I just build a launchable apk from Unity, then I can re-start it as many times as I want, but as soon as I upload it to Oculus Home as a preview (alpha/beta) app and start it from there, the video only works the first time, and only on Note 4 and 5 devices, on the S6 and S7 it works fine. Because the device has to be connected to the HMD to start it from Oculus Home, I don't know of any way to debug the app, as adb for example needs a USB connection to the device, and it is already connected to the Gear VR. Has anyone else had any similar problems? Or have an idea how to debug this? I'm guessing the app doesn't clean up all it's resources somehow when it's terminated by Oculus Home, is there any way to make sure everything gets cleaned up?1.2KViews2likes5CommentsAndroid build installs without an icon in the app drawer
Iam having this weird issue. I made an empty android project. When I built it and installed on my phone, the app icon showed up normally like it should. Then I added the oculus integration asset to build the app for Gear VR. Now after building and installing, the app installs itself without an app icon. It works fine if launched through cable or immediately after installing, but you cannot launch it afterwards because there is no icon to press in the app drawer. I don't get it what is going on and why the icon dissapeares when using the oculus integration. Thanks for any help.1.1KViews1like2Comments[OculusGo] How to remove Google Mobile Services? (UE4.18)
Hi there. I'm trying to port a GearVR Game to OculusGo. It's not a big deal, because it's nearly the same. But there is one restriction - Google Mobile Services have to be disabled . Compatibilty Test: "The package uses Google Mobile Services, which is not supported on this device." Google Play Support is set to false and all Google PlugIns are disabled., but that doesn't help. Does anybody know how to fix it? Thanks in advance, Andi, DEFICIT GamesSolved4.8KViews1like14CommentsAndroid Oreo breaking shaders/textures
Hello everybody, we are getting more and more reports of users having issues with Daedalus. Specifically, certain elements in the game are being rendered pitch black. Here are two screenshots: I've personally been able to confirm this happening on a Note 8 with Exynos. Game works fine on Android Nougat, updating to Android Oreo causes the issue. Other users have claimed the same. I'm not sure if this is an Exynos-only problem or not. I only have access to Exynos devices here in Spain. The amount of complaints rise steadily as the Oreo update is being pushed to users. There are also liquid platforms in the game, featured for the first time in the third level of stage 3 that are also experiencing this problem. I'm not entirely sure if it's a problem with the shader, as you can see, the white elements in the wand still work (first picture). I believe it must be the cubemap that is being passed to the shader as black, which is then multiplying with the diffuse color, resulting in a black surface. The white part you see on the wand is added at the end of the shader. That would explain why it's still visible. It might also be interesting to note, that Daedalus uses OpenGL ES 3.1 to make use of ASTC compression, prefiltered cubemaps, and uncompressed 8-bit RGB textures sampled in the vertex shader to make the liquid platforms possible. The current build uploaded to the Store is running Unreal 4.16 I believe, but we have another build in a private beta channel with 4.18. The issue is present in both. I'm also attaching to this thread two logs. One taken with Android 7, and the other one with Android 8. The main differences I can find between the logs are: Slightly different GL_VERSION: Android7: GL_VERSION: OpenGL ES 3.2 v1.r3p0-00rel0.dce8ca6a85819d8495118734e2e3ccc6 Android8: GL_VERSION: OpenGL ES 3.2 v1.r9p0-01rel0.1af9af8f7e4030fa12a53451ae1c788c Different GL_MAX_TEXTURE_SIZE: (I don't think this is relevant to us, no texture exceeds 2048 in our game) Android7: GL_MAX_TEXTURE_SIZE: 16384 Android8: GL_MAX_TEXTURE_SIZE: 8192 It is also interesting to note that there is an error message present in both logs: Error: Unsupported EPixelFormat 28 That error is apparently related to 32bit per channel textures, which we make no use of. :s Any help is greatly appreciated as we feel a bit lost with this one. Thanks!2.2KViews1like5CommentsIs 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 !684Views1like0CommentsHow to show an installed (gear vr) app on the oculus library? (set up unknown sources)
Hi. I've already built the apk from the unity project. I can install the apk and run it on the device, but only from the launcher. I'd like to know if there is a tool such as "allow from unknown sources" just like oculus go for pc. I'm using the gear vr and can't find any option like that. Thanks in advance.468Views1like0CommentsAnisotropic filtering with Unreal on GearVR? How?
On this page it says regarding texture filtering: Texture Filtering: Trilinear filtering is often a good idea for VR. It does have a performance cost, but it is worth it. Anisotropic filtering may be used as well, but keep it to a single anisotropic texture lookup per fragment. Also according to this blog post anisotropic texture filtering is not supported on the S6. My question is, how do I make sure that the game uses anisotropic filtering and how can I pick which textures use bilineal, which ones use trilinear and which ones use anisotropic (on compatible devices)? Thanks!2.7KViews1like3Comments