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JackCox

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  1. , I created a new project and imported VIU and the Oculus SDK and it runs on the Oculus Go. However this doesn't make the plugin very useful to build a full project on multiple platforms. In answer to your previous questions: 1. I had only Oculus Go checked. 2. Yes, I had removed the WaveVR SDK plugins folder. Is dll switching something that you are/would consider adding in a future version of VIU? I think it would be an extremly useful feature.
  2. I had the WaveVR SDK and the Oculus SDK present as I was under the impression the purpose of VIU was to easily switch between platforms? Or do I have to manually removed/add the right packages every time? I have removed WaveVR SDK and Oculus SDK. I then added just the Oculus SDK and now the app doesn't appear in the Oculus GO headset at all. Unity is spitting out its build success message. I'm using a single scene project with a spinning cube for testing and Unity 2018.3.4f1.
  3. I'm using VIU to build on the Vive Focus which works fine. However, building to an Oculus Go displays a black screen with the following text - "Could not bind VRService". Is the Oculus Go supported? It is unclear as it is not in the supported devices list but is mentioned in the about summary. If it is supported, is there a set up step I have missed to get the Oculus Go build to run on device?
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