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CaNiTaR

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  1. Link to the project repository: https://github.com/KirillAldashkin/NativeWaveDotNet This project can be built on Windows or Mac OS (temporary limitation of .NET Android) after installing the .NET 7 SDK (link) and the "android" workload (using "dotnet workload install android" console command) in Visual Studio 2022 (link). When I run the project, I get the following output - debug_output.txt. I killed the program by stopping debugging, because while the application is running, any buttons on the controller are ignored, and I cannot close it in the usual way. The code itself is a mixture of tutorial and "HelloVR" example. There may be very few comments, as this is just a barebones application. If something is not clear, feel free to ask, but I won't be able to test the code until in mid-January (because I won't have access to school during the holidays). Thanks, Kirill
  2. Hello, I'm trying to use the NativeSDK in a C# Android app with .NET 7.0. I created a default android app, put these libraries in the project directory: wvr.common.client-3.2.0.aar wvr.common.core-3.2.0.aar wvr.common.flatbuffers-3.2.0.aar wvr.common.overlay-3.2.0.aar wvr.common.sdk-3.2.0.aar wvr_client-3.2.0.aar so these libraries are automatically binded to my application. Then I added these libraries from NuGet (package manager): Xamarin.Kotlin.StdLib.Jdk7 because `wvr` libraries require it. C# itself can be used as a native language, so I use it instead of both Java and C/C++. I wrote bindings to libwvr_api.so (WVRBindings.cs) and libGLESv3.so (GLESBindings.cs) and call these methods as if I was writing C/C++ code. All logic is written in accordance with the official HelloVR examplea and NativeSDK tutorial and is contained in the MainActivity, VRInitializer, VRApp and FrameBufferObject classes. But when I launch the app, I get the Vive logo followed by a black screen. What could I have done wrong? I've been trying to fix this for 5 weeks now… Thanks for your help FrameBufferObject.cs MainActivity.cs VRApp.cs VRInitializer.cs
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