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Mobile SDK 1.0 will be required for Gear VR apps

cyberealitycybereality Posts: 26,156 Oculus Staff
Please read the following blog post:

https://developer.oculus.com/blog/mobil ... r-vr-apps/

You may discuss or ask questions in this thread. Thanks
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Comments

  • dbuckdbuck Posts: 104
    Hiro Protagonist
    Hi, Is there a mechanism for me to disable the NeckModel yet with SDK 1.0 with the built in unity integration? that's the primary reason why I'm still on the 0.6.2 version now.
  • I see January 1st is the deadline for new submissions/updates, but is there a hard deadline by which we have to update our already launched titles to SDK 1.0? As in, will games be delisted for not updating by a certain date?
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    I don't believe there is a hard deadline set right now, but if your game fails to work in the future it may be removed.
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  • ivialb21ivialb21 Posts: 4
    NerveGear
    Hi, Is there a way we know that the APK is SDK1.0 compatible prior to submission. I currently use Unity 5.2.3p1
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    You'll need to be using Unity 5.2.2p4 or later to be compatible, so you should be OK.
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  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Here is a version of UE4 you can use:

    https://github.com/Oculus-VR/UnrealEngi ... .1-release
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  • FallenPlanetFallenPlanet Posts: 76
    Hiro Protagonist
    Am I correct in thinking that if we are using Unity 5.3.1 and Oculus utils 0.1.3 this is acceptable for the January deadline?
    Affected - The Horror Experience - DK2 Now OUT! Download on Oculus Share
    http://www.fallenplanetstudios.com
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    @fallenplanet: Yes, you should be fine.
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  • "Assets/OVR/Scripts/OVRCameraRig.cs(148,48): error CS0117: `OVRPlugin' does not contain a definition for `virtualTextureScale'"

    i'm getting this error when i port over the mobile sdk and then replace the projectsettings folder. i've tried also importing the unity utils sdk but then i just end up with another error.

    Assets/OVR/Scripts/OVRInput.cs(1435,34): error CS0426: The nested type `InputState' does not exist in the type `OVRPlugin'
    Assets/OVR/Scripts/OVRInput.cs(1436,34): error CS0426: The nested type `InputState' does not exist in the type `OVRPlugin'

    any thoughts? :(
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    If you update from the Unity Integration to the Unity Utilities, you'll have to first delete/remove everything Oculus related from the project. The different SDKs are not compatible and will conflict.
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  • I am running the latest Oculus Utilities inside Unity 5.2.3 and whenever I try to build I get this error:


    Error building Player: CommandInvokationFailure: Unable to convert classes into dex format. See the Console for details.
    C:\Program Files\Java\jdk1.7.0_79\bin\java.exe -Xmx2048M -Dcom.android.sdkmanager.toolsdir="C:/Users/Aaron/AppData/Local/Android/sdk\tools" -Dfile.encoding=UTF8 -jar "F:\Unity5.2.3\Unity\Editor\Data\PlaybackEngines\androidplayer/Tools\sdktools.jar" -


    However, when I uncheck Virtual Reality Supported in Player Settings it will build successfully but when I run it on my Gear I get no head tracking and a single camera split over the two eyes.
    Any ideas?
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    It may be that you have multiple Jar files with the same name. See this post:

    http://kierenpitts.com/blog/2014/10/how ... ity-error/
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  • Ah it was SystemUtilities.jar left over from a previous SDK.
    Thanks!
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Great news!
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  • eric_neumaneric_neuman Posts: 2
    NerveGear
    Has anyone been able to record with ADB using the Galaxy S6? I just implemented the new Oculus Utilities (which I believe means I am now upgraded to sdk 1.0), but my videos still just turn up black or incredibly choppy when recording within the gear.

    I am seriously considering abandoning Oculus and putting out this app for cardboard instead because

    a) I don't have to wait indefinitely to be approved
    b) screen recording just works.

    Any help is appreciated!
  • vrhvrh Posts: 3
    Hi there, I've built apk for Gear VR with Unity 5.3.1f1 but after running submission check I got this:
    --> APK ('/Developer/X.apk') is not built with SDK version v1.0.0 (or newer)
    If I understood correctly SDK 1.0.0 is included in 5.3.1. Same error is shown even after installing Oculus Utilities. Any thoughts?
    Thanks in advance!
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Can you try with Unity 5.3.1p2?
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  • vrhvrh Posts: 3
    Thanks for reply and suggestion, I tried 5.3.1p2 as well as p4 patch and it didn't work out :? Same error
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Strange. I had someone try this and they did NOT see this error.

    Are you certain you don't have an old SDK lingering inside the project?
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  • FTanoFTano Posts: 1
    NerveGear
    Hi, I have the same problem with wrong sdk version when running the submission tool.
    I'm using Unity 5.3.1f1 and get the message that it's not built with 1.0.0 (or newer)
  • vrhvrh Posts: 3
    Finally solved, Check Submission tool for Windows shows no error while on Mac it does altho the apk was built on Mac :roll: :)
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    OK. I will share this info with the team.
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  • ZubzZubz Posts: 30
    Brain Burst
    Hi, got a basic question as I'm a noob to this 1.0 sdk, where is the ovrcamera, in the older sdk it was under the unity integration. TIA.
  • kevinsangkevinsang Posts: 1
    NerveGear
    I am building gearVR using Unity 5.3.2f1 with the V0.1.3.0 Utility and Unity 4.6.8 with mobile integration 0.8.
    Both are giving me error: APK ('/Devs/Roam/Builds/Office.apk') is not built with SDK version v1.0.0 (or newer)

    Is there something I am missing here???

    Please help.

    Much thanks,

    Kevin
  • ZubzZubz Posts: 30
    Brain Burst
    OculusUtilities.unitypackage; as per the docs I need to import this but I can't find this in the sdk1.0, any tips, thnx
  • leftlerleftler Posts: 103
    Brain Burst
    @zubz it is a seperate download on https://developer.oculus.com/downloads/ under the "ENGINE INTEGRATION" section: "Oculus Utilities for Unity 5"

    @kevinsang see viewtopic.php?f=37&t=29765 this appears to be a known issue with OSX.
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Yes, if you are using Unity 5, you should be using the Oculus Unity Utilities.
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  • ZubzZubz Posts: 30
    Brain Burst
    Perfect, that worked well. I was able to get my first basic gear VR app compiled :). So how and where does one use the Oculus Mobile SDK V1.0.0.0. Thnx
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    If you use the latest Unity 5 Utilities, you don't need the Mobile SDK 1.0 (that is for Unity 4, really confusing I know).
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  • beep2bleepbeep2bleep Posts: 49 Oculus Start Member
    If you use the latest Unity 5 Utilities, you don't need the Mobile SDK 1.0 (that is for Unity 4, really confusing I know).

    If you're using Unity 5 why do you need the Unity 5 Utilities? It seems like just enabling the VR Supported and adding the signature lets you build and run the apps. Does the Gear Consumer + S6 support /sdcard/.oculusprefs? I've made many setting in there and nothing seems to happen. Do I need to refresh something or is it not supported because there is no true SD card and it's just an emulated location?
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