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How similar are Oculus SDK for Windows and ovr_sdk_mobile?

mcc
Expert Protege
I have a C/C++ game. It works with Oculus on desktop using the Oculus SDK for Windows. I can't get it to build yet. While I try to fix the build, I have some questions about what I should expect—

How similar are the Oculus SDK for Windows and ovr_sdk_mobile with NDK? Will I be able? How many of the Oculus libraries/headers will I still be able to use?

Are things like the Avatar SDK the same between desktop and mobile?

Are there any gotchas I should know about or any advice for porting from Oculus SDK for Windows to Oculus Mobile SDK?

Just wanting to go in forewarned. Thanks
1 REPLY 1

mcc
Expert Protege
Thank you, this is helpful! Perhaps a better way to have framed my question might be: If I plan to have a single C engine/codebase which is supported on both Oculus Rift and Oculus Go, is there anything you can recommend to reduce the burden of maintaining two different hardware-support paths (Mobile SDK and PC SDK, with only the avatar code shared between them) in order to support both Oculus platforms?

For example, do you know if there is open-source code somewhere which abstracts over the PC and Mobile SDKs?