App crashes after 20 minutes in GEAR VR
Hello Everyone! I'm trying to build an application in my Gear VR, something very basic about a tour in 360° with rendered images in a sphere. Yesterday, after a few test with a lot of users and running during 20 minutes without any interruption, the application crashes withou any message and restart to the oculus home app. I tried to debug the app and i'm attaching the LOG here in this discussion. I have no ideia whats is going on, why the application restart after what about 20 minutes? I'm using the 5.3.4p4 and the lasted OVRPluging. I already tried to run in other smartphones, and the build configuration is already set to OpenGLES2.29KViews0likes7CommentsGraphics artifacts after returning from plataform menu in Gear VR
I'm having a lot of graphic artifacts after returning from the Plataform Menu and the quit confirmation menu in Gear VR. I'm using the OVRPlataformMenu.cs script attached to the main camera (not the prefab provided by oculus). AA is off. Currently developing in OSX 10.11.4, Unity 5.3.4p1, OVRPlugin 1.3.2 and Unity utilities 1.3.0. Does anyone had this same problem?16KViews0likes3CommentsHow to switch between VR and non-VR mode, as in the "Samsung Gear 360" app, with Unity + Android?
Hi there, I'm developing a simple app in Unity and wish to be able to switch between starting in non-VR mode, then switching into VR mode. This is much in the same way as the Samsung Gear 360 app does when you click on the "View on Gear VR" button on the top-right. When enabling "Virtual Reality Supported" in the Android tab of the Unity Player Settings, the app will always require the Gear VR to start up, which is less than ideal. And once its running there's no way of switching out of VR, even when a script disables the suggested "VRSettings.enabled" flag, which simply doesn't seem to do anything. So does anyone have any ideas? Thanks in advance!12KViews0likes30Commentsexclude from recents(android:excludeFromRecents in AndroidManifest.xml) must be set to true.
I am trying to submit my application for gear VR. using oculus validate tool it shows that everything is fine and i can upload the file but when i am doing that it says exclude from recents(android:excludeFromRecents in AndroidManifest.xml) must be set to true. I have already set this to true in manifest file9.9KViews0likes11CommentsUnity - Gear VR : UI Selection - Gaze Input
Hello, As Unity 5 now supports Oculus Gear, I'm struggling to find much documentation and instructions on how to do certain things 'natively' within Unity - theres just a lot of conflicting documentation out there (I understand that it's a growing technology). The 'OculusSampleFramework' is a bit pointless now as it's complete out of date, and was developed before VR support within Unity. So with that in mind - what is the best practice to select, or highlight a simple UI element? Or even setup a central reticle? I've had a look at the OVR Unity Utilities too - but even that suggests dragging in VR Camera rigs into the scene, which just isn't necessary anymore as that is done on Build and would cause complications. Any direction would be great. Thanks community!5.7KViews0likes8CommentsHow to sign Gear VR APK using Signature Scheme V1?
Reposted from Unity Forums. Hi, I'm using Unity 2017.2b but this error also occurred in 2017.1. I'm trying to build an APK for distribution in the Oculus store. Signed APKs nowadays are generated using Signature Scheme V2, which Oculus does not support. The Android documentation says that in order to use V1, you must add "v2SigningEnabled false" to your Gradle file. I switched the build system to Gradle, and made a custom Gradle file. Beneath defaultConfigs, I added: signingConfigs { release { storeFile file("myreleasekey.keystore") storePassword "mypassword" keyAlias "MyReleaseKey" keyPassword "mypassword" v2SigningEnabled false } } Gradle complains that it cannot find "v2SigningEnabled". Full error message here. Has anyone run into this before? How did you sign your app for Oculus?4.6KViews0likes6Comments[Gear VR] Examples for controller / buttons mapping ?
Two questions in one :) #1. Are there any example projects from Oculus for Gear VR controller (BP-only) with controller/hand mesh and fully functionality included, for UE 4.15.2 ? (I assume 4.15.1 won't have support for Gear VR controller) #2. Would it be possible to map controller buttons however we please, while keeping HMD's touchpad and buttons function as intended by default ? (for example, I want to use volume buttons on the controller for something else other than volume; same goes for home/back buttons on the controller) Thanks4.6KViews0likes8CommentsUnity 5 Virtual Reality Supported: Text shimmering / aliasing when running on GearVR
I've spent the last 2 days trying to figure this out but have not come up with a conclusion. I'd appreciate if anyone has experienced the same and any thoughts. Basically, I'm noticing that if I have a scene with text in it (world canvas and UI text component), when I build for GearVR with Unity's VR support, the text aliases like crazy. To be honest I'm not even sure 100% if it is plain old aliasing. The text just constantly shimmers. I tried moving things around in case, for some reason, I was getting z fighting on the canvas but it seems it is not. I tried enabling anti aliasing from the quality settings and neither does it seem to make a difference. Also seems like I need to create a new quality preset and set it as the default for Android for the antialiasing to even take effect when running on the GearVR. I tried tweaking the Canvas Scaler Dynamic and Reference pixels/unit settings (which are not entirely clear to me from the docs btw). But at most, I was able to make the text slightly blurry as mentioned in the Unity VR guide and it barely helps. I tried making the canvas and text huge and then scaling the canvas down to 0.05. finally I tried making my text bold and bigger. And that seemed to mitigate the shimmering to a certain extent but not 100%. But I've seen Unity apps for GearVR that don't exhibit this shimmering issue. So I am wondering what else might I be missing. I'm on 5.3.3.p3 if it makes any difference.Solved4.4KViews0likes3CommentsMissing - set a test token
Hi, I've got issue finding the token field as described below. In Unity editor, I can see "Oculus Platform" menu, but it includes only "Edit Settings" (not Platform Settings), and there is no Token field anywhere. What did I do wrong? "Gear VR only - If you’re testing your Gear VR app in the Unity editor you’ll need to set a test token. Select Oculus Platform / Platform Settings / Paste Token. You can retrieve your token from the API page on the Developer Center" Please help!Solved3.8KViews1like8Comments