Downgrading the mobile OVRPlugin in Unity
I'm porting an application built using the Native Oculus Mobile SDK (Java/Android) to Unity and ran into an incompatibility with the OVRPlugin version (VrApi). I've ported sections of the existing code base to java .aar plugins including a bluetooth plugin and a plugin for interfacing with 3rd party eye tracking hardware integrated in the GearVR. I'm using Unity 2017.3.1p4 and deploying to Android Marshmallow (API 23)
The eye tracking plugin includes an Android Activity that is used to calibrate the eye spacing profile etc. of the user. The calibration activity is contained in an Android Library (.aar) provided by the eye tracking vendor. To allow for calibration, I decided it would be easiest to just launch the calibration activity to perform calibration and then return to the Unity activity once calibration has finished. When I try to do this, the Activity throws an error because the version of the Oculus SDK that the plugin is trying to launch differs from the version that is included by the native Unity Oculus integration.
My question is... How do I downgrade the version of the Oculus SDK that Unity uses to match the version that the Java Android plugin needs to run? Secondly, does the native Java Android VrApi match exactly to the VrApi that is included in Unity builds as part of the native Unity integration and would it be possible for a single application to switch between rendering controlled by Unity and rendering controlled by the native Java SDK?
The eye tracking plugin includes an Android Activity that is used to calibrate the eye spacing profile etc. of the user. The calibration activity is contained in an Android Library (.aar) provided by the eye tracking vendor. To allow for calibration, I decided it would be easiest to just launch the calibration activity to perform calibration and then return to the Unity activity once calibration has finished. When I try to do this, the Activity throws an error because the version of the Oculus SDK that the plugin is trying to launch differs from the version that is included by the native Unity Oculus integration.
My question is... How do I downgrade the version of the Oculus SDK that Unity uses to match the version that the Java Android plugin needs to run? Secondly, does the native Java Android VrApi match exactly to the VrApi that is included in Unity builds as part of the native Unity integration and would it be possible for a single application to switch between rendering controlled by Unity and rendering controlled by the native Java SDK?
