So far I have tried the following:
- Add Oculus folder to list of exceptions in Windows Defender
- Switch from wifi connection to hard ethernet
- Run the Setup "repair" option
- Uninstall / Re-install
None of the above fixed the issue.
I was able to get something running following steps described here (viewtopic.php?f=67&t=27921).
- In addition to what is described in that post, you also need to import OculusUtilities/OculusUtilities.unitypackage
- I haven't t…
Thanks for the speedy reply. Sorry for the confusion above, but I think I was already using the Oculus Utilities (not the SDK). Specifically, I imported to Unity from the following file:
--> (decompressed to)
I was able to get it working again. The only thing I tried that worked as a full factory reset of the Galaxy Note 4, then re-installing all of the oculus software, the re-setting up the device for USB debugging / GearVr Service developer mode.
Ok.. that was easy to fix. To get VrCubeWorld_Framework building and running, this is what worked for me:
1. cd to /VrCubeWorld_Framework
2. Run 'ant clean'
3. Run 'python build.py'
4. Bask in the glory of cubes!
Thanks for the update doles! Applying your suggested fix, I was able to get VrCubeWorld_NativeActivity and VrCubeWorld_SurfaceView to build with 'python build.py'. However, I still get some errors with VrCubeWorld_Framework. Specifically:
I got a working new application.. the trick here was to first have the VrCubeWorld_NativeActivity project in Eclipse's workspace, then in the project panel, select it and copy, then paste. Then Eclipse opens a rename dialog, and you choose a new nam…
I was able to sign the VrCubeWorld_NativeActivity app and run it... not as bad as I was expecting based on similar signing shenanigans on iOS.
I tried compiling a new project created with VrTemplate by the process above in Eclipse, but it doesn't…
No luck compiling directly from command line, but I got something to compile and run using Eclipse (then fail due to not being signed, but that's a different, hopefully well understood issue). Here's how:
* In Eclipse, clear any projects in the w…
The reason I didn't see android-sdk-macosx/tools/android before is that the mac tutorial has you access it from Eclipse (see step "Installing Additional Packages and Tools"). One thing I didn't notice the first time I used the tool was that you need…
In his reply to your post, doles wrote:
not finding aapt though suggests that the android SDK was downloaded+unzipped but the downloader/installer (e.g. "android-sdk-macosx/tools/android") wasn't run.
I don't recall running that …