Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Investigate native Oculus implementation #18

Closed
2 of 3 tasks
jackjansen opened this issue Oct 20, 2022 · 9 comments
Closed
2 of 3 tasks

Investigate native Oculus implementation #18

jackjansen opened this issue Oct 20, 2022 · 9 comments
Assignees

Comments

@jackjansen
Copy link
Collaborator

jackjansen commented Oct 20, 2022

It would be nice to see if we can have a native Oculus Quest 2 implementation.

But first we should check whether there are no show-stoppers.

Possible showstoppers:

Assigning to you mainly to start the discussion.

@jackjansen
Copy link
Collaborator Author

First success: I've built something that runs on the Oculus. It doesn't work yet, but it starts. And the good news is that the non-VR startup scene works (it is shown as a sort-of dialog window hanging in mid air in the Oculus home) and it appears to be interactable: I could press an "ok" button on an error dialog using the same controller point-and-shoot as you use for the normal Oculus dialogs.

@jackjansen
Copy link
Collaborator Author

Next step to tackle: how to include config.json into the APK bundle.

@jackjansen
Copy link
Collaborator Author

Note to self: Unity has a copy of the adb command line tool in .../Hub/Editor/2021.xxxxx/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/platform-tools/. I've used this successfully to do things like adb shell or adb logcat.

@jackjansen
Copy link
Collaborator Author

I think I have to retract on the statement we don't need #21: the non-VR scene works if you completely disable XR. Then the app is shown as a sort-of normal Android app in a window.

But if you enable XR (even if you don't load it for the opening scene) it seems you go straight into the black void.

@jackjansen
Copy link
Collaborator Author

Builds are working, with avatar representations. Trying to use pointclouds doesn't crash anything (but obviously doesn't work).

Merged the branch into develop, to check how the performance is for something like Mediascape.

@jackjansen
Copy link
Collaborator Author

jackjansen commented Nov 2, 2022

Mediascape Museum scene works well enough to be usable. When you go to the stage scene audio works but no visuals (on the Oculus: vrtiny was in the session too and it seemed to be fine).

Correction: after a long while it started working. But the frame rate is very low (maybe 30 fps or so).

At least performance doesn't seem to be a showstopper: we don't have to be able to run every demo on the Oculus natively.

@jackjansen
Copy link
Collaborator Author

#61 may help.

@jackjansen
Copy link
Collaborator Author

It's starting to work on Android. For reference: the last issue was that the OpenXR loader settings for Android had to be fixed to set "Initialise XR loader at startup".

@jackjansen
Copy link
Collaborator Author

This was implemented at some point in the past.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants