Setting deafult value of AddSlider crashes app
var sliderPrefab = DebugUIBuilder.instance.AddSlider("some label", 0.1f, 30f, delegate (float f) { SliderAction(f); }, false); sliderPrefab.GetComponentInChildren<Slider>().normalizedValue = 1f; // <<- this is culprit //sliderPrefab.GetComponentInChildren<Slider>().value = 30f; // <<- this also crashes crashes unity editor (2018.3.11f) and Android build for Quest with latest integration any ideas on how to do this? Can anyone else reproduce it?709Views0likes1CommentRun / debug a build from Unity to Oculus Go live over USB?
I've gotten the procedure outlined in the docs working: make a build from Unity, install it using adb, open it on the Oculus Go headset. It works! However, that's a prohibitively slow workflow. I need a way to press Run in Unity and see the app launch in the headset, like I can using a non-mobile VR platform. If that's not currently possible, how is one supposed to develop apps for the Go? Is there some way to simulate the VR environment within Unity without using a headset? Or, should I develop using a full Oculus or Vive and then convert it for mobile as a final step? I don't feel it will be practical to have to make and transfer a build and navigate the menu system every time just to try my latest changes. Thanks in advance7.4KViews1like13CommentsWays to debug when connected to Gear VR Headset in order to debug in app purchase process
Hi there. I am trying to implement in app purchase using oculus store to my current project for Samsung Gear VR. I have set up everything and it works like charm inside unity. Unfortunately when i build the app and connect it to head set literally nothing happens when i tap on button to make a purchase. I have tried to debug it. In order to do so i have enabled VR developer mode and run the app on the phone itself while connected through USB to my Mac. Debug log says it behaves like it was inside the unity not in the Gear VR headset. So I wonder if VR developer mode should behave like it was connected to real Gear VR or it behaves like it is not. How do i find out what causing the problem? Thank you1.8KViews0likes5Comments