Unity plugin DLL source problem?
I think it would be very useful to have the DLL project included in the base SDK. In addition to letting us tweak the Unity integration, that DLL could be very useful for binding to other languages such as Java and C# outside of Unity, since it has C style calling conventions and only needs a header in the application code. Some developers will also just want to keep the sdk separate from their game code for dependency management or patching reasons, and having a DLL build option will be more attractive to them.437Views0likes0CommentsHow 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 file9.9KViews0likes11CommentsHow 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?4.5KViews0likes6CommentsRemoving manifest permissions
Hello! I have issues with the following manifest permissions, which I don't need or use in my app: android.permission.RECORD_AUDIO android.hardware.microphone android.permission.READ_EXTERNAL_STORAGE I've overcome this by selecting skip permissions = true; This solves the issue but created a new one. I need the ACCESS_FINE_LOCATION which became also unavailable because of skip permissions. What can be done to properly set the manifest with the right permissions? Thanks!1.5KViews0likes1CommentGearVR Controller in editor
I'm having trouble getting the GearVR controller to work in the Unity Editor. Here's my basic script (attached to a simple GameObject): ``` using System.Collections; using System.Collections.Generic; using UnityEngine; public class Wand : MonoBehaviour { void Update() { transform.rotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTrackedRemote); } /* ALTERNATIVE: public Transform controller; public static bool leftHanded { get; private set; } void Awake() { #if UNITY_EDITOR leftHanded = false; // (whichever you want to test here) #else leftHanded = OVRInput.GetControllerPositionTracked(OVRInput.Controller.LTouch); #endif } void Update() { OVRInput.Controller c = leftHanded ? OVRInput.Controller.LTouch : OVRInput.Controller.RTouch; if (OVRInput.GetControllerPositionTracked(c)) { controller.localRotation = OVRInput.GetLocalControllerRotation(c); controller.localPosition = OVRInput.GetLocalControllerPosition(c); } } */ } ``` Unity Editor log: Note that the Unity Editor says "Virtual Reality SDK Oculus failed to initialize." as a warning, though I think that makes sense since there's no Rift or native windows VR device connected I've dragged the OVRCameraRig prefab into the scene, and can emulate that by holding control and moving the mouse I've connected my GearVR controller via bluetooth Added the Oculus ID to settings Created a sig file and added it to the project Help please :)824Views0likes1CommentEntitlement check - question
Dear Oculus community, I've added an entitlement check to my GearVR application (Script in opening scene, app ID referenced in platform settings etc.) and when I run it in the Unity editor with debug it shows the entitlement check working in the console and runs fine (I have 'standalone' checked in the inspector panel on platform settings). However, when I build to my s8 it crashes on startup, just a second or two after the splash screen has loaded (presumably because it's deemed to have failed the entitlement check). Is this to be expected, considering the app is still in the submission phase?1.1KViews0likes1CommentThis app uses permission(s) that are not compatible with this device: android.permission.VIBRATE
Hi guys, I am trying to publish my app and it fails due to This app uses permission(s) that are not compatible with this device: android.permission.VIBRATE. My Android manifest doesn't enable Vibrate features nor does any of my code. I do have some plugins I downloaded from the Unity store and I have looked through all the scripts in those and can't see that Vibrate features are being used anywhere. I am using... Unity version: 2018.2.13f1 Oculus SDK version: 1.39 Is there a general place in the Unity settings where I can disable this or will it definitely be a reference in the code somewhere to a Class that is using Vibrate features? Just so stumped at this point. Thanks for any help! Cheers, Hendrik1.8KViews0likes1CommentUnity oculus integration with native android
Hello guys, I just created an application in Unity to see in the Samsung Gear VR, the problem I have is that the client who requested this work wants to press the icon on the phone to appear the splash screen that says "to open This application, insert the device into Gear VR "( attached image) and when inserting the phone to Gear VR the application will begin inmidietly. It will be grat not to use any external application like the Packable Disabler Pro to disable the Oculus app that starts automatically when you insert the phone into the Gear VR. The reference that the customer showed us complied with all of these features described at the outset so there must be a way to do it. Anyone know how? I will greatly appreciate your help.619Views0likes0Comments