Oculus Quest 2 Native C++ Adding the SDK to Android Studio
Dear Developers I'm starting to develop a medical app on the Quest 2. However, I'm stuck at the the first hurdle with Android Studio. I am trying to configure "Android Studio" to develop Native C++ Apps for a Oculus Quest 2 Mobile platform. On the page Native Development - Get Started with the Platform SDK and under the Configure Your Development Environment for Mobile Development The documention states the following. The Oculus Platform SDK provides a loader that enables .so signature verification and graceful detection of the Oculus Runtime. To use the loader, add the SDK location to the manager ([InstallFolder]/Android/libs/armeabi-v7a/libovrplatformloader.so). I've downloaded the ovr_platfrm_sdk_40.0 and unzipped to a folder on my local drive. However, I have no idea how to use the SDK Manager to do the above. I've tried to change the SDK Location in the manager and it comes up with a warning that the selected folder (The one I downloaded) does not contain an SDK. I have managed to install the SDK Build 26 and the NDK however, changing the location to the downloaded ovr_planfrm_sdk causes Android Studio to report: Target Folder is neither empty nor does it point to an existing SDK installation. I am sure that what I have attempted is the intent of the instuctions in the documentation quoted above. I would dearly love support on this as I've not even got to the open/start a project stage. Many thanks Mark Boyce2.9KViews1like3CommentsMobile SDK Installation
Hello there, I am totally new to Oculus development and my question is very basic: How do I install the Mobile SDK on my Windows PC? I searched the official "Mobile SDK Getting Started Guide". They tell you a lot about Android Studio and other SDKs like Android SDK, NDK, etc.. I have followed all those instructions. But I cannot find a guide on how to install the Mobile SDK they are always referencing. I have also found the download page for the Mobile SDK. But what am I supposed to do with the folder that I have downloaded? Best regards, FernetBro716Views0likes0CommentsAndroid Studio 4.1 compatibility
Is the mobile SDK 1.37.0 compatible with Android Studio 4.1? If I try to open any of the samples in VrSamples with this version, I get Graddle sync failes: Task 'wrapper' not found in project x. Downgrading to Andrid Studio 3.6 everything works fine.1.9KViews1like4CommentsHow 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 1.181KViews0likes1CommentVulkan Mobile SDK: main renderPass is flipped upside down
I'm not the only one with this problem: the rendering is flipped upside down with the main renderPass, which must go through VRapi. But secondaries renders are correct, with same parameters. So I had to use VK_KHR_maintenance1 in order to invert the main viewport, and create another viewport for offscreen renders. Can you confirm that it's the normal behavior?605Views0likes0CommentsError trying VrSamples/Oculus360VideosSDK on mac
I'm trying to get VrSamples/Oculus360VideosSDK running on my Oculus Go on Mac. I get the following gradle sync error: ERROR: Could not find method task() for arguments [cleanWorkAround, build_bec9j7f0890u48bvwou5dawsx$_run_closure2@2e2308ea, build_bec9j7f0890u48bvwou5dawsx$_run_closure3@607a128b] on project ':VrAppFramework:Projects:Android' of type org.gradle.api.Project. Can anyone help please? Mobile SDK version 1.23 Android Studio 3.4.1 Build #AI-183.6156.11.34.5522156, built on May 2, 2019 JRE: 1.8.0_152-release-1343-b01 x86_64 JVM: OpenJDK 64-Bit Server VM by JetBrains s.r.o macOS 10.14.4447Views0likes0CommentsTrouble Creating a Basic VRMenu
For the last week or two I've been going through the examples provided in the ovr mobile sdk and can't seem to get my own VRMenu to display. Is there any tips/tricks that aren't obvious? Or is there any samples/tutorials of only a simple GUI? Any help on how to accomplish this is much appreciated. Thanks in advance.514Views2likes0Comments