In this window, you’ll want to select the root folder for the SDK directory.
Now, hit the browse button next to the SDK path. Find the file you just downloaded, and select it. Then, back in the Unity Preferences menu (and still in the External Tools tab), click “Browse” next to the NDK path.
Your browser will open with an active download of the Android NDK, and you can go grab yourself a coffee while you wait (it won’t be long!). Choose the External Tools tab on the left and find the NDK field under “Android.” Click the download button next to that field. In the Edit menu, click on Preferences to open the Unity Preferences window. In this step, we’re going to connect some development packages to your project to bridge the gap between Unity and your mobile device.ġ1. Then paste your new Oculus signature file into that assets folder.
After you imported Oculus Integration, Unity should have generated an assets directory that looks like this: Assets/Plugins/Android/assets. Now head back to Unity, but keep that Oculus window open so you can return to it and copy the signature file code.ĩ.
Once you’ve found your device ID, enter it in the OSIG generator on the Oculus site, then generate the signature file. Finding your device ID is outlined in Step 4.Ĩ.
If you’re not sure how to do this, take a look at the Gear VR section of our guide to mobile device setup for VR development. (If you don’t already have an account, it’s easy to create one. First, you’ll need to head over to Oculus and log into your Oculus account. It’s easy, which is good, because you’ll need to repeat this step if you’re building to test on multiple devices before you publish the application.ħ. In order to develop for GearVR, you’re going to need to connect your build to the Oculus ecosystem with an Oculus Signature File. Follow the steps to import the package into Unity. Click “Import package” and enter your Asset Store login credentials to initiate the download. The Inspector will change to display asset options. Once the Oculus Integration asset shows up, double-click it. Great! Now type “Oculus Integration” into that bar and wait a few seconds while Unity searches the Asset Store. Look for the search bar in the middle of your main Unity window. Before we import Oculus Integration, we need to find it. In the first section (Unity Remote), click the Device drop down menu and select “Any Android Device.” Importing the "Good Old" Oculus Integrationĥ. The Inspector will change to display Editor Settings in place of the Player Settings you’ve been adjusting. Finally, head into the Edit menu at the top and select Project Settings then Editor. You can make up any name, as long as it follows the convention “.” Then find the field for Minimum API Level for GearVR and select “Android 6.0 Marshmallow (API level 23).”Ĥ. In the Package Name field under “Identification,” enter a unique package name. Go ahead and expand the Other Settings menu in the same area of the Inspector. Let’s leave XR Settings and make some changes to other player settings while we’re in the Inspector. This seems a little counter-intuitive since we’re prepping Unity to develop for GearVR, but it actually makes sense, because GearVR relies on Oculus developer tools. Click the + and then click on “Oculus” to add it to the list. In the Inspector, expand the XR Settings menu and check the box next to “Virtual Reality Supported.” This will expand a “Virtual Reality SDKs” menu. Close the Build Settings window and find your Inspector (on the right-hand side of your main Unity window). This will populate your Inspector with player settings. Back to File > Build Settings… but this time we’re going to click on “Player Settings…” at the bottom of the window. Now that the window displays options for the Android platform, click the dropdown Texture Compression menu and select “ASTC.”Ģ. In the Build Settings window, click on “Android” in the Platforms list to highlight it. First, head up to your File menu and select “Build Settings.” Get used to this, because we’re going to be returning to it for the next few steps. In this step, we’re going to prep your Unity project for mobile VR development. Skip to the Technical Steps Starting with the Unity Settingsġ. Once you're done, your VR device will be ready for development, you'll have the proper assets in Unity, and you can take the next step to being a VR developer. VR setup doesn't have to be difficult, so we've outlined 13 steps to get you through. Enabling developer mode on the Samsung GearVR is necessary if you want to start building VR apps in Unity.