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Gear VR Library Tutorial for SDK 0.5

April 17, 2015 - 1:16am #1

Many of the scripts and method names and such mentioned in the current Vuforia Support doc no longer exist for v0.5 of the oculus gear SDK. Will this doc be updated for the current OVR SDK?

 

https://developer.vuforia.com/library/articles/Solution/Developing-for-the-Gear-VR 

Gear VR Library Tutorial for SDK 0.5

June 1, 2015 - 3:41pm #11

I've got the Digital Eyewear beta working well with Oculus 0.4.2, but I'd like to get 0.5.1 and S6 working (regular Vuforia examples work fine on S6). What did you do to integrate the standard Vuforia package and Oculus 0.5.1?

Gear VR Library Tutorial for SDK 0.5

May 6, 2015 - 2:23pm #10

Gear VR Library Tutorial for SDK 0.5

May 5, 2015 - 12:29am #9

Any update?

Gear VR Library Tutorial for SDK 0.5

April 30, 2015 - 3:50am #8

Any update? 

Gear VR Library Tutorial for SDK 0.5

April 20, 2015 - 12:20am #7

jasonribs wrote:

@stan : You can't get Oculus to control the ARCamera because in all that editing, you disable the parts of the files that would do that. The Oculus positioning is not being used.

Yes but conditionally based on the flag to disable tracking on OVRCameraControler which is turned off. So it should move camera unless the flag is changed but that should not be happening. 

When I disable ARcamera and add Oculus prefab OVRCameraController, the same modified script is on it with flag turned off, and camera is headtracked just fine. So modifications controlling camera by head tracking are not breaking it as far as flag Disable tracking is off.

 

 

 

Gear VR Library Tutorial for SDK 0.5

April 20, 2015 - 12:08am #6

@stan : You can't get Oculus to control the ARCamera because in all that editing, you disable the parts of the files that would do that. The Oculus positioning is not being used.

Gear VR Library Tutorial for SDK 0.5

April 19, 2015 - 11:46pm #5

inayo wrote:

Were you able to get both plugins to import without conflicts? Which Unity version are you using, and did you import Vuforia or OVR first? 

Hi,

we have made it to work on Unity 4.6.3 and Oculus 0.4.2 SDK which was used in the Developing for Gear VR guide.

If you try to follow the guide step by step you probbaly won't succeed as there are some rrors in document. If you read and try to understand what is being done in the guide, whole point seems to be to impment disable and enbale of head tracking when there is taget tracking. When you import for EW and Oculus SDK (does not matter on order just make sure to get manifest combined as per guide) you will get errors in scripts because vuforia is using DisableTracking parameter in Oculus ORVCameraController that is missing and you need to implement it follwoing the guide. Once you do it, errors are gone and you can enbale Oculu sintegration on AR camera.

How ever we can't get oculus to controll ARcamera. OVRCameraController object using same modified Oculus scripts is moving just fine. But not ARCamera. Its like something holding its rotation even when vuforia tracking is not happening.

posted the issue in another thread in the forum.

lets see if someone explains why is that.

 

 

Gear VR Library Tutorial for SDK 0.5

April 19, 2015 - 11:18pm #4

Were you able to get both plugins to import without conflicts? Which Unity version are you using, and did you import Vuforia or OVR first? 

Gear VR Library Tutorial for SDK 0.5

April 19, 2015 - 2:47pm #3

I ended up just rolling my own combining the newest Vuforia 4.0 with the newest Oculus 0.5.0. So much easier and a ton more control. Also just a much cleaner implementation. 

 

I would look into doing that.

 

I was not able to get their eyewear sdk to work, and never got any support response.

Gear VR Library Tutorial for SDK 0.5

April 17, 2015 - 4:18am #2

Not only that, but also if you try to make it work even with 0.4.2 it is impossible. There are so many mistakes, tried to follow the guide but its not wokring and errors are thrown. Someone should really revise that document.

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