Unity + Gear VR + Debugging Workflow — Oculus
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Unity + Gear VR + Debugging Workflow

marchansenjmarchansenj Posts: 77
Hiro Protagonist
edited February 2016 in Oculus Go Development
UPDATE:
Thanks to the replies below my workflow has been simplified to:
    Plug phone in via USB Build and Run When done plug into GearVR

If I only want to test it using my Android controller without gearVR on the note the Unity Remote app works well.

To fix the issue with the upside down camera, I needed to check Flip Y on the OVRCameraController.

The issue with the Unity editor crashing upon pressing stop has to do with the OnDestroy method in the OVRDevice script if you have the DK2 config installed (see other thread for more details).

Thanks Again,
Marc

ORIGINAL

Hi All,
I am having a couple of issues with my installation of Unity + Mobile SDK Prefabs and Blocksplosion example.

After pressing Play in Unity to start game testing my copy of Unity crashes, I can typically play test but if I try to Stop debugging or click in the inspector Unity crashes.

This seems to only happen if I have included the mobile OVRCamerController or OVRCharacterController prefab in my scene. My other DK2 projects work fine with no crash.

This has caused me to reload my project over and over again or after every-time I want to debug.

I am using Unity Pro 4.6.3p1

Another issue I am having is the Camera seems to be upside down when viewing output with the DK2 or on my Note 4 (using the Unity Remote 4 app).

If anyone has a link to a good workflow for debugging Gear VR apps using Unity I would love to see it.

Thanks,

Comments

  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    Crash after pressing Play:
    Problem signature:
      Problem Event Name:	APPCRASH
      Application Name:	Unity.exe
      Application Version:	4.6.3.26870
      Application Timestamp:	54ecca02
      Fault Module Name:	ntdll.dll
      Fault Module Version:	6.1.7601.18247
      Fault Module Timestamp:	521ea8e7
      Exception Code:	c0000005
      Exception Offset:	00033ac3
      OS Version:	6.1.7601.2.1.0.256.48
      Locale ID:	1033
      Additional Information 1:	b219
      Additional Information 2:	b2198920fa7cfb92c7781a1c44b6e74f
      Additional Information 3:	3e73
      Additional Information 4:	3e7329b6aceee2a6364809e3ac3ad229
    
    Read our privacy statement online:
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    If the online privacy statement is not available, please read our privacy statement offline:
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    See the attachments for the Camera weirdness
  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    edited March 2015
    Well I figured out how to test my APP once installed without putting it into the GearVR thanks to twistedunbrella as xda.

    Running any app as vr_dual (without GearVR Headset):
      1.) Install any Gear VR app with your device signature (app can downloaded, compiled, or backed up from an official install) 2.) Go to your device Settings -> Application manager -> Gear VR Service (usually in the "Downloaded" section but could also be in the "All" section). 3.) Tap on "Manage storage" 4.) Tap the "VR Service Version" number six times. 5.) Wait for scan process to complete and you should now see the Developer Mode toggle on this screen. 6.) You should now be able to launch your app without the headset and also dock the headset at any time without having Home launch.
  • Awesome, thanks for sharing! :)

    By the way, if you're using Unity you should be able to build directly to the device. I just hit cmd+B on a Mac and it builds and installs directly to the phone - no need to copy over the apk and then go through the install process.
    Composer | Programmer | Unicorn
    Music & sound for video games & VR
    anastasiadevana.com

    Latest Project: Google Shop at Currys VR Tour (spacial audio, UX sound design)
  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    By the way, if you're using Unity you should be able to build directly to the device. I just hit cmd+B on a Mac and it builds and installs directly to the phone - no need to copy over the apk and then go through the install process.

    Thanks Anastasia, if anyone else is wondering how to do this make sure:
      You have it plugged in via USB You have Unkown Sources checked under security You have USB debugging turned on under development and then make sure to click Build and RUN not just Build.
  • chrispruettchrispruett Posts: 200 Oculus Staff
    Hi folks,

    Just so you know, vr_dual shouldn't be used. It has very subtle side-effects (including performance!) and you don't need it to run an app outside of Home. Simplify your life and build your workflow around vr_only.

    Cheers,
    Chris
  • rjmig88rjmig88 Posts: 83
    Besides performance, what other side effects is there for vr_dual? I'm looking into a method of doing automated on device performance testing of builds and using vr_dual for that has been great as you don't need to load it into a headset to start the app for this specific purpose.
  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    Hi Chris,
    Just so you know, vr_dual shouldn't be used. It has very subtle side-effects (including performance!) and you don't need it to run an app outside of Home. Simplify your life and build your workflow around vr_only.

    I think I know the confusion, in my post I stated without Oculus Home. What I really meant is without the GearVR headset. I have yet to use Oculus Home.

    From the Device_and_Environment_Setup_Guide.pdf this is what it says:

    V.1.4 I need to run my app outside of the Gear VR headset
    Running a VR application with the vr_only manifest tag currently requires placing the phone
    into the Gear VR headset. This can be a time consuming process for making iterative changes
    to applications. We are working to resolve this in order to streamline the development process.
    As a workaround, the vr_only tag can be changed to vr_dual in order to view your app
    outside of Gear VR. Unfortunately, this requires a recompile.
    Be sure to set this back to vr_only when analyzing app performance:
    <metadata
    android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/>
    Thanks,
    Marc
  • jbossjboss Posts: 9
    NerveGear
    I know this is an old thread, but for some reason the 'Start new thread' option disappeared when I logged in.

    When I try to debug apps on my phone outside the Gear VR the gyroscope is not working. So I can not look around and I can not gaze at items in a canvas (which is what I want to debug).

    Can anybody tell me how to solve this?
  • leftlerleftler Posts: 103
    Brain Burst
    jboss wrote:
    I know this is an old thread, but for some reason the 'Start new thread' option disappeared when I logged in.

    You should read viewtopic.php?f=26&t=3412
  • collectivemasscollectivemass Posts: 2
    NerveGear
    You can use ADB remote to deploy wirelessly so you don't have to constantly take the phone out of the HMD

    adb tcpip 5555
    adb connect 192.168.0.xxx


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