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.12KViews2likes13CommentsOculus mobile project outside of SDK directory
Hi, I have tried many things, but have not managed to get a pure Oculus Mobile project running outside of the SDK directory. There is a tool that creates a new project out of the VrTemplate directory, but it is simply put into the examples directory. That works fine, but if I try to move that out of there into a new directory it no longer works. Am I missing something, or am I maybe making some incorrect assumptions? I would have thought that one could take a project similar to one of the examples and have that as the project, point it to the Oculus Mobile SDK directory and compile it. Any help on that would be appreciated.2.6KViews1like8CommentsDifferences 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, StefanSolved1.9KViews0likes2CommentsHow to load files in assets/resources using the Android NDK
I am trying to figure out how to load files from the assets or resources directory from C/C++ in my OculusGO. Does anyone know how to do this? For example let's say we start with one of the examples in the mobile SDK, for example the VrCubeWorld_NativeActivity. How would I modify this project (by adding appropriate code to the VrCubeWorld_NativeActivity.c, MainActivity.java or other files) such that I can read from files that I put in the assets/resources directories and access them from the VrCubeWorld_NativeActivity.c file? My current OculusGo SDK version is 1.181KViews0likes1CommentNative 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!914Views0likes1CommentEntitlement check doesn't work
Hi, I'm trying to publish my app for Gear VR, build in Unity and I have issues with entitlement check. It works well in editor but doesn't in build. This is the code used to test entitlement: using System; using System.Collections; using System.Collections.Generic; using Oculus.Platform; using UnityEngine; public class AppEntitlementCheck : MonoBehaviour { public GameObject sphere; public GameObject cube; public GameObject cube_2; void Awake() { cube_2.SetActive(true); try { Core.AsyncInitialize("1944699388876497"); Entitlements.IsUserEntitledToApplication().OnComplete(GetEntitlementCallback); } catch (UnityException e) { sphere.SetActive(true); Debug.LogError("Platform failed to initialize due to exception"); Debug.LogException(e); UnityEngine.Application.Quit(); } } void GetEntitlementCallback(Message msg) { if (msg.IsError) { Debug.LogError("You are NOT entitled to use this app."); UnityEngine.Application.Quit(); sphere.SetActive(true); } else { Debug.Log("Enjoy :)"); cube.SetActive(true); } } } *random objects are there just to test it on Gear VR* It's look like Unity just ignores all commands that uses Oculus Platform, because the first object shows... Thanks for your Tips, Sam1.1KViews0likes4CommentsRender the stream of h.264 video data on oculus VR mode
Dear All, We are doing realtime viewport live streaming of 360 videos from our server to Oculus go and we want to use oculus native SDK for development. is there any way we can use android mediacodec decoder API where we need to create a SurfaceView and pass the surface to the android mediacodec decoder API in the oculus? We are receiving the h.264 content through TCP, we can able to decode and convert to RGBA32 format but it is adding to latency when rendered on oculus go.638Views0likes0CommentsLÖVR, a Lua-based VR engine, now works on Oculus Mobile
In case this is of interest to anyone: https://lovr.org/ , which is an open source VR game engine that lets you make VR apps as simple Lua scripts, now supports Oculus Mobile (it supported Vive, Rift and WebVR before) and works on the Oculus Go. So this might be a useful third alternative besides Unity and writing your own C. The instructions for running LÖVR on Oculus Mobile are here: https://mcclure.github.io/mermaid-lovr/ There is a quick-start test APK that you can sideload, and it will run Lua scripts when you `adb push` them to the headset. The test APK resets on each adb push so fast iteration is possible. I did the port to Oculus Mobile myself, so if you hit any problems I can help with them. I am still looking for a Gear VR tester. I am using LÖVR for my own game, it is nice for me as a C programmer because Lovr handles Lua binding, controller management and simple drawing, but since LOVR is a simple engine it is very easy to extend with my own C code (you don't have to write any C at all to use LÖVR, but for me it is nice to have the option). (Mods, if this post is too "promotional" and you have to remove it I of course understand.)1.7KViews4likes3CommentsAndroid studio error: Process 'command 'python'' finished with non-zero exit value 1
I have been developing successfully for months on my OculusGO. But then suddenly yesterday, when I was building my project, it failed with the error message Process 'command 'python'' finished with non-zero exit value 1 I had not done anything, not changed any code, not updated Android Studio. I reinstalled Android Studio, but I still get this error message, even when I try to build the VrCubeWorldNativeActivity sample. I am really lost here. (The full error log can be found in my stackoverflow question https://stackoverflow.com/questions/55787482/android-studio-process-command-python-finished-with-non-zero-exit-value-1 ) Does anyone know how to solve this problem? Only thing I have not tried now is to wipe clean my harddrive and reinstall everything, but I would like to avoid that Android studio version is 3.4 (after updating), Mobile SDK version 1.18 (also tried on the latest version 1.22, where I first got the error message "Task 'assemble' not found in root project 'OculusRoot'.", which was solved by changing my gradle version from ~5 to 4.10. after that, I get the same error message described in this post)5.4KViews0likes3CommentsAn 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