07-01-2016 08:59 AM
07-01-2016 09:35 AM
07-01-2016 10:30 AM
delphinius81 said:
You'll need to do some platform dependent checks to determine which features to turn on and off. You can do this using the UNITY_ANDROID and UNITY_IOS platform definitions.
In a script that executes first thing somewhere in your initial scene, you should have something that runs on Start that does:
#if UNITY_ANDROID
// Configure your camera and platform code for GearVR
#elif UNITY_IOS
// Configure your camera and platform code for GoogleVR
#endif
You don't actually need to use the OVRCameraRig provided by the Oculus Utilities. For example, I use the default camera object and scripts provided by Unity for both GearVR and Rift builds because of native VR support.
Now, for the second part of your questions, are you asking about building a GoogleVR app and deploying it through the GearVR store so that it will run on the GearVR device?
07-01-2016 12:00 PM
always using GoogleVR type camera, and disable all camera features and headtracks in GearVR, but GearVR platform availabilityUnfortunately that won't work today because you need to include the Utilities to interact with the universal menu. See this guide for more details. Hopefully we can eventually enable that through Unity itself without requiring the Utilities, but I don't have a firm schedule for it. Also note that you will have to build a separate APK for Gear VR and non-VR because Gear requires vr_only in the manifest.