GoranW Posted February 25, 2022 Share Posted February 25, 2022 I built a simple 2D Android mobile app (.apk file, with no VR support) in Unity and used "Build And Run" to start it on Focus 3. The first time I did this, it did not start (unexpected), but I was able to locate it in Library by filtering on "2D". It started and worked fine, as a 2D window in Lobby (expected) and could be stopped by pointing at the X button below (expected). However, on subsequent use of "Build And Run", my 2D app starts directly (expected) BUT in VR/fullscreen (unexpected) - and NOT in a 2D window in Lobby (which I would expect). The 2D content is split in half per left/right eye, so not at all comfortable to look at. Additionally, there is no way to exit the 2D app once it is in VR/fullscreen mode (unexpected), so I have to force-stop the activity via [adb shell am ...]. Home button on the right controller does not bring upp system menu, and 10-second press on left headset-button does not close 2D apps (this seems to be "by design", same for 2D window in Lobby). NOTE: After force-stop, I can re-start my 2D app from Library (2D) and then it starts and works fine as a 2D window in Lobby... Expected behavior: 2D content installed via Unity's "Build And Run" should always start in a 2D window in Lobby, never as VR/fullscreen. @Alex_HTC Link to comment Share on other sites More sharing options...
HackPerception Posted February 25, 2022 Share Posted February 25, 2022 @GoranW I'll flag this to the Wave SDK team. Is your use-case with F3 specifically to launch a non-VR native 2D application, or are did you just stumble across this bug while getting your development environment set up? Link to comment Share on other sites More sharing options...
GoranW Posted February 25, 2022 Author Share Posted February 25, 2022 @HackPerception Thanks! 2D is not my intended use-case, but I stumbled upon this when experimenting with a simple Unity 2D app (or actually, a 3D app but without VR/stereoscopic) on both Focus 3 and Quest 2. Link to comment Share on other sites More sharing options...
Alex_HTC Posted March 10, 2022 Share Posted March 10, 2022 There is a 2d mode, which will happen if running a non-vr camera and/or no vr modules selected. I haven't purposefully run anything in 2d mode that wasn't intended to be that way, but likely there is a manifest issue that would cause it to be detected as 2d. Working backwards from "the right way" to do a vr app: Describes how to make sure it's viewed as a vr app, and I suspect that the entries that would make the app be recognized as a vr app would be A vr camera / vr subsystem enabled in unity will cause it to be a vr app more than likely, probably in the way you descripbe this for sure initialized the vr subsystem, so make sure it's not in the android manifest <activity android:name="com.htc.vr.unity.WVRUnityVRActivity" and this entry makes it show up as a vr app in the launcher (as opposed to a 2d app) <category android:name="com.htc.intent.category.VRAPP" /> Link to comment Share on other sites More sharing options...
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