How To Build Hello_Xr sample with Android Version
Hi, I want to try how to write a VR APP with OpenXR SDK. I found Oculus had published OpenXR Mobile SDK: Actually, I don't know how to build hello_xr sample in OpenXR SDK for Android version. Does anyone know how to build this sample with Oculus OpenXR Mobile SDK? I appreciate your help.12KViews2likes13CommentsDifferences programming for Quest 2 vs Rift S / CV1
Hello, Just a basic question regarding developing for Quest 2 and/or Rift S / CV1. Is the API fairly the same for all devices? I have the S and CV1 and was on the fence on buying the Quest 2. Are there specific mobile function calls used for the Quest series that are not available for the PC only devices? I would imagine there would be Quest only function calls and also functions that would not port over to the Quest from Rift Based applications that would need to be converted over to work. I am just trying to get a basic feel if maybe I should learn to program first with what devices I own before purchasing a Quest. Thanks in advance, StefanSolved1.9KViews0likes2CommentsNative development / example with post processing effect (bloom)
Hello, I try to figure out, how to add postprocessing effect (like bloom/glow) on the following sample: VrCubeWorld_SurfaceView. I have some good examples for bloom effect around, but I am not able to adapt them to the VrCubeWorld_SurfaceView... Here are some calls done, that are not so much documented: glFramebufferTextureMultisampleMultiviewOVR vrapi_CreateTextureSwapChain3 Is there a sample (from Oculus or not) that demonstrate the postprocessing effect in the native VR context? Thanks!918Views0likes1CommentAn APK with a higher version code has previously been uploaded (code: 11, channels: 1)
I keep getting this error when I try to upload my FIRST build to the alpha channel. I even made a new app in developer.oculus.com with zero builds submitted, created a new keystore and rebuilt, resigned and resubmitted it and I keep getting that error. Whether I use the CLI or the GUI (via developer.oculus.com), it uploads and during step 2 (validating) it fails with that error. In my player settings under "Other Settings", I have Version* set to 0.1, and Bundle Version Code set to 1. Full steps I took: 1. Create new keystore: keytool -genkey -keystore ta.keystore -alias ta -keyalg RSA -validity 36500 2. Set this keystore in Unity under Player Settings -> Publishing Settings -> Check "Use Existing Keystore" -> Browse button -> selected ta.keystore. Then under the "Key" section, clicked dropdown and selected "ta" alias and entered password. 3. Built app called abuild1.apk 4. Signed the apk via: jarsigner -verbose -sigalg SHA1withRSA -digestalg SHA1 -keystore C:\MyApp\ta.keystore C:\MyApp\bin\abuild1.apk ta 5. Uploaded using the CLI tool: ovr-platform-util.exe upload-mobile-build --app_id XXXXXX --app_secret XXXXXXX --apk C:\MyApp\bin\abuild1.apk --channel Alpha --notes "First" Then it uploads and during step 2 I get the following complete error: An APK with a higher version code has previously been uploaded (code: 11, channels: 1). The version code must be monotonically increasing, and the provided code is too low (alpha). If you are trying to downgrade to a previous build, update the version code before proceeding to ensure functionality across Oculus devices. All I want to do is upload my first build so I can test some features. :(Solved1.9KViews0likes2Comments[Gear VR] Voice input/recognition support ?
Since there is a new voice search functionality in Oculus Home, I wonder if there are any plans for adding voice input/recognition functionality to SDK so that instead of clicking on UI in-game, users could simply issue voice command and simple sentences. Thanks477Views0likes0Comments