Announcement

Collapse
No announcement yet.

Gear VR support?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by NobleSpoon View Post
    Is back button long press (universal menu) setup by default or do we need to manually add this functionality in?
    To test out that theory I'd like a way of getting my app to show up in Oculus Home first. Anybody have an idea on how to go about that?

    Comment


      Originally posted by hesham View Post
      To test out that theory I'd like a way of getting my app to show up in Oculus Home first. Anybody have an idea on how to go about that?
      As I recall when I spoke with Oculus, they mentioned something like a config file that you have to edit for apps that are compatible to show, but that was before it was out in the wild, and I don't know if they have changed it. It basically needs to be added with a thumbnail to an "Approved" list.
      Regardless it's an Oculus question, not an unreal one, as any application would have this issue.

      -Derek

      Comment


        The steps I took:


        Prerequisites:
        - 4.7.1 binary
        - Got a Note 4 and GearVR kit
        - Got an osig file for device from https://developer.oculus.com/tools/osig/
        - Create an 'assets' directory within Engine/Build/Android/Java, and placed osig file in this assets directory.

        Create your project:
        - Select the 'New Project' tab
        - Select the 'C++' tab
        - Select the 'First Person' template
        - Change the options to 'Mobile / Tablet', 'Scalable 2D / 3D', 'No Starter Content'
        - Named project something like 'MyGearVR'
        - Visual studio opened up but I didn't do anything here

        Configure and package your project for GearVR:
        - went to the 'Windows/Plugins' menu item, and go to the Head Mounted Displays page - disable Oculus (optional) and enable GearVR, click 'Restart Now'
        - Selected the 'Edit/Project Settings...' menu item
        - In the Android section, scrolled to the top and click the 'Configure Now' button for Android support
        Set the Minimum SDK version to 19 or higher
        Select the 'Configure the AndroidManifest for deployment to GearVR' checkbox
        - Select the 'File/Package Project/Android/Android (ETC2)' menu item and packaged project

        Install and Run:
        - Connected device and have it able to accept adb sessions.
        - Run the installation script from within the directory I packaged to
        - On device, open it, and then attach the GearVR headset to the phone
        the same result as everyone else it seems who did not use a Github source build - no stereo - seems slightly less then 100% of the left side is visible (and no motion tracking it seems I might add)

        So did anyone manage to get gearVr working from 4.7 binary??

        screenshot:
        Click image for larger version

Name:	Screenshot_2015-02-28-17-10-58.png
Views:	3
Size:	505.6 KB
ID:	1067355


        *EDIT* I'm wondering now if this might be Note 4 model related? - I'm testing with my Exynos model which has a different GPU from the Snapdragon model ...
        Last edited by aussieburger; 03-01-2015, 11:21 AM. Reason: attaching screenshot
        Headgear - VR/AR solutions

        Comment


          Originally posted by aussieburger View Post

          the same result as everyone else it seems who did not use a Github source build - no stereo -
          I did use the github source build and I have no stereo. Hopefully this will be addressed in the near future with a template.

          Comment


            Hey Everybody,

            Just wanted to let everyone know that we will be starting to work on the Gear VR after next week is over(Some of us are going on a post GDC vacation). Unfortunately at this time I do not have an ETA on when it will be done with the guide, but we will be starting on it sometime this month. If there is anything that you find yourself really struggling with when it comes to Gear VR please respond with your issues to this thread and we will see what we can do about addressing those issues in the Gear VR guide. Sorry I can not give you a firm date on when it will be done but I just wanted to let you all know that we do have something in the works.

            Cheers-

            Sam Deiter

            Comment


              Originally posted by Sam Deiter View Post
              If there is anything that you find yourself really struggling with when it comes to Gear VR please respond with your issues to this thread and we will see what we can do about addressing those issues in the Gear VR guide.
              I'm curious about how input works on the device, specifically the built-in touchpad and back button. There is some weirdness currently with how events are fired. More details on my question here.

              I hope the guide goes over some guidelines for performance and ways to profile the device.

              I posted a few questions in this thread that may or may not be worth addressing.

              Comment


                I would love to see the Exynos Note 4 be supported for Unreal's Gear VR implementation. As right now the render thread freezes after the first 2-3 seconds of rendering. I know the Exynos isn't "officially" supported by Oculus yet, but all the apps in the Oculus Store work on the Exynos just fine for me. Unity works just fine on the Exynos. The future Gear VR models will be Exynos based so I think it will be a good idea for Epic to support them before launch.

                Comment


                  Can't wait for Gear VR support. We like to enter the oculus competition next month.

                  I was able to publish to the Gear; but is says "unexpected shutdown of the app" when I plug it in.
                  (I can't find a way tor run my app; when already in VR mode)

                  Anyway looking forward to an update

                  Thanks !!

                  Comment


                    Originally posted by NanoMind View Post
                    I was able to publish to the Gear; but is says "unexpected shutdown of the app" when I plug it in.
                    This behavior can happen if you haven't properly placed your Oculus signature file.

                    Comment


                      Thanks for the reply sinoth

                      I have it in the "assets" folder as described .... is there something more I can check ?

                      Comment


                        Originally posted by NanoMind View Post
                        I have it in the "assets" folder as described .... is there something more I can check ?
                        The only other time I've gotten a crash is when I forgot to enable the Gear VR plugin. Other than that, not sure!

                        Comment


                          I am getting this when I try to package for gear vr - UnrealBuildTool: ERROR: Can't make an APK without an API installed (see "android.bat list targets")

                          can anyone help?????

                          Comment


                            Originally posted by polemos View Post
                            I am getting this when I try to package for gear vr - UnrealBuildTool: ERROR: Can't make an APK without an API installed (see "android.bat list targets")

                            can anyone help?????
                            Hi Polemos,

                            can you build standard Android Applications? Do you have the Tegra Development pack installed (https://developer.nvidia.com/tegra-a...velopment-pack) and have you set up everythingh in the Project Settings > Android SDK panel?

                            If you can build Android Applications in general, make sure to use the downloaded Android SDK manager (SDK Manager.exe) to get the API Level 19 Android. Gear VR applikations have to be build with 19 for now.

                            Comment


                              Originally posted by sinoth View Post
                              The only other time I've gotten a crash is when I forgot to enable the Gear VR plugin. Other than that, not sure!
                              I have it working now; probably I was sloppy in the [projectname]

                              Comment


                                thanks for the support MarcelBlanck! - I ended up getting it to build but now I have an issue where I run the app I put on the gear headset and it takes a while then just goes to the Samsung marketplace - but it wasn't doing this in the beginning can app size cause it to take along time to load and then Samsung just starts its marketplace because of a time lapse or anything like that?

                                Comment

                                Working...
                                X