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Custom Unity Activity with WaveSDK


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Currently, I'm integrating my unity app with the Wave SDK, and have run into an issue because I'm using a custom activity, which extends UnityActivity(see here). However, it seems that when I import the Wave SDK, it no longer runs through my custom activity and goes instead directly to the main unityactivity. Is there currently any way of doing this? See my AndroidManifest.xml below.

<?xml version="1.0" encoding="utf-8"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.myApp.app" android:versionCode="1" android:versionName="1.0">  <application    android:icon="@drawable/app_icon" 	android:label="@string/app_name"	android:excludeFromRecents="true"	android:theme="@style/UnityThemeSelector"	tools:replace="android:theme">  <!--tools:replace="android:theme" -->    <activity android:name="com.htc.vr.unity.WVRUnityVRActivity"                  android:label="@string/app_name"                  android:enableVrMode="@string/wvr_vr_mode_component">            <intent-filter>                <action android:name="android.intent.action.MAIN" />                <category android:name="android.intent.category.LAUNCHER" />                <category android:name="com.htc.intent.category.VRAPP" />            </intent-filter>            <meta-data android:name= android:value="true" />            <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="true" />			<meta-data android:name="minWaveSDKVersion" android:value="1" />			<!--Please consider the DoF support of HMD and controller individually for your content.-->			<!--Set value “3DoF” if your content only considers the rotation pose. -->			<!--Set value “6DoF” if your content considers both rotation and position pose. -->			<!--Set value “3,6DoF” if your content is capable of supporting both 3 and 6 DoF playing. -->			<meta-data android:name="com.htc.vr.content.NumDoFHmd" android:value="6DoF"/>			<meta-data android:name="com.htc.vr.content.NumDoFController" android:value="3DoF"/>			<!--Fill the value of how many controllers the application can support.-->			<!--The value could be 0, 1 or 2. Use comma(,) between value if your content can support multiple cases.-->			<!--Set value “0” if your content supports gaze mode only. -->			<!--Set value “1” if your content only supports playing with one controler. -->			<!--Set value “1,2” if your content supports playing with either one controler or two controlers. -->			<!--Set value “0,1,2” if your content supports all cases, which mean user can play by gaze mode, one controller or two controllers. -->			<meta-data android:name="com.htc.vr.content.NumController" android:value="1"/>        </activity>  </application>        <uses-permission android:name="android.permission.RECORD_AUDIO" />	<uses-permission android:name="android.permission.BLUETOOTH" />	<uses-permission android:name="android.permission.CAMERA" />	<uses-permission android:name="android.permission.CAPTURE_AUDIO_OUTPUT" />	<uses-permission android:name="android.permission.INTERNET" />	<uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" />    <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>	<uses-permission android:name="android.permission.PERSISTENT_ACTIVITY" />    <uses-permission android:name="com.htc.vr.core.server.VRDataWrite"/>    <uses-permission android:name="com.htc.vr.core.server.VRDataRead"/>    <uses-permission android:name="com.htc.vr.core.server.VRDataProvider" /></manifest>

I tried changing the text in red from "unityplayer.UnityActivity", but it didn't work.





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  • 2 months later...

njcrow, I'm pretty sure you want to change the 

<activity android:name="com.htc.vr.unity.WVRUnityVRActivity"

section to 

<activity android:name="

but I'm not sure that'll work properly without seeing what is happening inside of WVRUnityVRActivity, please can you provide the source code for WVRUnityVRActivity, or at least give us a different way of integrating our custom activity?

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As njcrow listed above, we are overriding the default Unity activity here (as you are with WVRUnityVRActivity ) and adding custom functionality. In our case we're are getting mouse data from the Android OS by overriding onTouchEvent. I guess if we could subscribe a callback to your WVRUnityVRActivity.onTouchEvent that would work for us as well, but that's not a very good generic solution.

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