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Can't get anything to show on Gear VR

Discussion in 'AR/VR (XR) Discussion' started by guru20, Aug 7, 2015.

  1. guru20

    guru20

    Joined:
    Jul 30, 2013
    Posts:
    239
    When I create an apk for Gear VR (including placing the oculussig in the Plugins/Android/assets) and download onto my device and install, it shows up okay, and when I attempt to run it prompts to plug into the Gear VR... but when I do... nothing happens. Just a black screen. Then, after maybe 30 seconds, it goes to the Gear VR "menu"

    Using native VR in 5.1.2p2

    Do I need to install any special SDKs or packages in order to output to GearVR (other than the regular Android ones)?
     
  2. scottunity

    scottunity

    Joined:
    Feb 1, 2014
    Posts:
    72
    Might want to bump up to 5.1.2p3
    No, the VR setting seems to be working w/o additional packages for GearVR.
    (I do have latest Oculus and Oculus Utility installed on my Mac)
    You shod see the Unity logo on blue.
    Check your logcat file.
     
    EdBlais likes this.
  3. guru20

    guru20

    Joined:
    Jul 30, 2013
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    I have latest Oculus Installed, but did not have Oculus Utility in my project... does it need to be imported in? (possibly... I notice that created the Plugins folder I was initially missing... I will try another build, I just don't want to have to fix my development to change from Main Camera to OVR if I don't have to...)

    It works fine when I do a normal Oculus VR build for Windows... just not when I try to do a Gear VR one for Android...
     
  4. scottunity

    scottunity

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    Feb 1, 2014
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    No, you should not have to add OVR packages if you simply turn on the VR in player setting.
    Works on Gear vR on Mac at least.
    Try one of the examples or just create the simplest scene (1 floating cube) and see if you can get that to show up correctly.
     
  5. guru20

    guru20

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    Yes, I will try a demo scene to see if I can get the variables narrowed down (the build and test process is just a lot more cumbersome than the straight-to-oculus method)
     
  6. guru20

    guru20

    Joined:
    Jul 30, 2013
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    Still can't get it to work. Started a whole blank project from scratch, made a practically-empty scene (just a cube with a camera looking at it), installed the OVR utilities package, moved the oculussig into the Plugins folder, did a build and... nothing. Same results. Prompts to plug into Gear, then when I do, all it does is go straight to the Gear hub/settings menu
     
  7. Poupi

    Poupi

    Joined:
    Jan 11, 2012
    Posts:
    110
    The Gear Hub is some kind of fallback when a VR app is "crashing" (I don't know if it really crashes or not).
    Do you have any other plugins in your project ? We experienced this with some libraries that messed with the Gear integration (Google Cardboard sdk).
     
  8. guru20

    guru20

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    I tried it with a brand new project that had zero packages/assets imported in it, and was nothing but a cube with a camera looking at it (just to test out and see if I could get that working before trying to troubleshoot my own app)

    even THAT failed
     
  9. fabian1986

    fabian1986

    Joined:
    Jun 3, 2015
    Posts:
    33
    Hi man,

    Do you follow the video step by step:

    1- search you file zip --> ovr_mobile_sdk_0.6.0 --> 904MB
    2- go to the path of this zip--> ovr_mobile_sdk_0.6.0.zip\VrSamples\Unity\UnityIntegration
    3- Donwload the program for the code of your Note 4 or S6.
    4-Create folder Pluging and import the file of your S6.

    If doesn't work when you create a escene catch OVR prefab and stay the scene run and nothing.


    Use this version 5.1.0f3
     
  10. guru20

    guru20

    Joined:
    Jul 30, 2013
    Posts:
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    I can keep trying other things. I can see what happens if I use the OVR camera instead of Main Camera. It's just that to build, transfer file into phone, install, and test over and over again is a bit time consuming and gets old when no progress is ever made (not even talking optimizing the game or fixing bugs. It simply won't even load.)

    Also, it seems that this tutorial (like most) talk about the OLD method of doing Oculus integration, which shouldn't be the case anymore ever since Unity has added native VR support?

    That's what's throwing everything off -- they changed the way Oculus is supported, but documentation doesn't seem to have changed
     
  11. scottunity

    scottunity

    Joined:
    Feb 1, 2014
    Posts:
    72
    What are your other settings? Graphics? product name, company, etc?