Mobile VR Development Environment: ADB, Incompatibility and Player Set Up.
( Right of Passage 🙂
When hitting a blocker, namely the Android Developer Bridge (ADB) , to locate the mobile device ID, I tried everything, watched every video I could and still couldn’t find the answer and so instead I downloaded an app on my mobile that could detect my Device ID.
This was great as it got me over the initial block and enabled me connect my device to the unity project via an osig… except it didn’t.
Because although I had the correct osig I didn’t have the ADB in place. This meant that I couldn’t install my APK to my Device and couldn’t experience it on the headset.After spending much time trying to track back the issue and locate videos that seemed to tackle the issue, I couldn’t fix it.
Fortunately, I was able to reach out to Al (My brilliant tutor) who remote accessed my desktop and had a look at my development environment. He located the ADB.exe file and placed it in the correct path using a command screen. This worked ! All hail the great Al who gave up 2 hours of his precious evening working on this 🙂
Now, I have to fix the incompatibility issue. On reading a number of discussions on the oculus forum and following compatibility guidelines for gear VR Samsung S8, the API Level was changed from KitKat to marshmallow. This didn’t seem to make any difference.
I initially thought that the issue was that the company name and app name had been changed and that this might be affecting the osig. I have reissued the osig using the new company name Humanise, and product name Lunarium but the app is still incompatible with the headset.
I am now thinking that it could be the scene set up. It might be worth uploading a simple white box model and working back from there.
PC to Mobile VR Techniques.
https://developer.oculus.com/blog/pc-rendering-techniques-to-avoid-when-developing-for-mobile-vr/