x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Gear VR - do I have to recompile every time I add an OSIG file?

I am developing using my own Gear VR device, I know how to generate the OSIG file using the instructions in the docs, and everything is fine. Unfortunately, after a demo with my delighted client, 3 different people came to me with 3 different devices (one at a time, of course), asking me to install the demo on their devices. Putting the devices in debug mode and generating the osig files was not big deal, but opening the editor and redoing the build everytime is a time-consuming activity.

Opening the apk I've seen that the osig files are stored in the assets folder, so I tried pushing the new osig file in that place, but it did not work.

Is there a way to enable a new Gear VR device without having to rebuild the whole project from start?

Product Version: UE 4.11 Preview
Tags:
more ▼

asked Mar 21 '16 at 02:04 PM in VR

avatar image

ocramot
200 16 15 23

avatar image haruna Apr 12 '16 at 08:01 AM

Heya!

You need to get signature files for every device you want to build to but on the upside, you can stick them all in your Assets folder and one build will work for all: https://answers.unrealengine.com/questions/382812/gearvr-easily-creating-builds-for-many-devices.html

avatar image ocramot Apr 12 '16 at 08:32 AM

Yep, I know, thank you anyway! ;) currently my assets folder contains half a dozen signature files. I just hoped I could avoid the build! Alas I cannot (the osig file reference is embedded in the Android Manifest. I read it somewhere, can't find the link anymore)

avatar image haruna Apr 12 '16 at 09:38 AM

I looked at the Oculus documents and right now they only give Unity the power to create debug signature files. :( Please, Epic! Fight for that functionality for us!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I know this is an old question but Oculus has done a lot since you posted this.

Oculus Keys is the solution you're looking for: https://developer3.oculus.com/documentation/platform/1.2/tasks/dg-keys/

Oculus forum discussion on Keys: https://forums.oculus.com/community/discussion/36035/how-do-oculus-keys-work

more ▼

answered Oct 17 '16 at 01:16 AM

avatar image

haruna
307 9 16 92

avatar image ocramot Oct 17 '16 at 08:08 AM

Awesome, thank you for letting me know! :)

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question