Super good news in the Firedrake world. Today we got a clean GearVR build out. … and it was a process/fight for sure! We had all sorts of trouble getting the mobile SDK configured right with Unity, a process I thought would talk about two hours, that ended up taking about 10 hours, over the course of two days.
Then there were all sorts of problems getting the oculus_device OSG file for the Samsung s7’s we are using to test on, all configured up. That was a hunt and peck exorcise in figuring out just exactly what the directory structure was all about. but in the end, it took six or seven tries, fixing something on each try, till we got a build out.
Now, there are all sorts of issues yet to over come. The game geomotrty needs fixed in places. Skybox and lighting clean up and the like and the controller schema is really wonky still. We used RFPS prefab from the Unity store to get our character controller working, but from the start that has had some issues with the gamepad controller mapping right. It works perfectly in the PC version and in testing the VR in Unity on the dev PC’s, but once ported over to the Samsung and with the blue tooth controller. Things only half work. I’m sure someone with way more C# experience then I could figure it out in an hour or so, but the issues have plagued me since day one. Oh well. We’ll figure it out somehow. I had secretly hoped that the new Mobile SDK for Oculus would just “majically” fix the problem, but no luck.
Anyway, now onward to level testing in the GearVR (our first target platform release.)