The first experience of mobile VR development

Source: Internet
Author: User
Tags virtual environment

Since Google acquired Oculus, the concept of VR has been getting more and more hot. Unite 2015 is almost half a VR show, and just 1 years ago Unite 2014 had only a very humble display of Oculus.
It's nice to have recently experienced the Samsung Gear VR. As long as the speed of roaming is not very fast, guaranteed frame rate in the case of almost no apparent vertigo sensation. It's much stronger than the Oculus DK1 experience before. Gear VR comes with a wide range of applications, with panoramic photos, panoramic video, 3d movies (which is a screen in a virtual environment, 3d movies on top, interesting), and a variety of small games, small demo. The most important thing is the Oculus App Store, which is sure to have more and more interesting things.
So, let's talk about how to develop applications on Gear VR. First you have to have a Samsung Note4 and a gear VR .... (It is estimated that a lot of people have lost interest here), preferably with a Bluetooth handle.
1. Download the Oculus Mobile SDK and then you have two options, developed with native Android, and using unity development. I'm using Unity3d to develop it. Then you need to register an account on the Oculus Developer website and then generate a signature file based on your note4 device ID, depending on the process.
Put this signature file in the asset of the project, otherwise you will not be able to run your app in Gear VR.
2. Download and install the Oculus runtime so you can see the effect of running VR in the Unity Editor on your PC
3. Import the Unityintegration.unitypackage into the Unity project and the Assets\ovr\prefabs\ In the Ovrcamerarig.prefab or ovrplayercontroller.prefab into the scene, and then run, you can see the effect, very simple. The Ovrcamerarig.prefab is a fixed camera that can be hung on an existing camera controller. Ovrplayercontroller.prefab comes with Charactercontroller and can roam with the keyboard and mouse. But I don't know what the Ovrgamepadcontroller in the SDK can drive, I tried the 360 compatible handles on my PC, and I tried the Samsung GamePad handle on Android, but with the input from unity The API is OK.
4. Place the previously mentioned signature file in the Assets\plugins\android\assets directory. Modify the Androidmanifest.xml file according to the SDK documentation and add android:value = "Vr_only" in Meta-data. Last build, install to note4. When running, you need to click on the app icon, then a box will be played and then plugged into the Gear VR (the real Egg hurts).


Finally, you can take your helmet, pick up the handle and start your own VR tour.


The first experience of mobile VR development

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