If you've been to the official forums, you may know it's mostly questions about when updates are coming or how to fix a specific crash. There is a lot of useful information floating around, but very little open development on / for it. These are some of the tips and tricks that have either been posted and updated, forced out of Oculus, or generated through personal testing.
Adding your own oculussig file to an apk:
Obtain your device ID by connecting the Note 4 and using "adb devices"
Enter the number into the form at https://developer.oculus.com/tools/debug/
Download https://mega.co.nz/#!ssB0ALwR!dLKy0OUv7H7aGZQ1YiqXKfDgUc3fnOIghCiEFAFtt4g
Extract the zip and copy the game and signature file into the extracted folder
Run the command to repack for your computer platform (available in USAGE.txt)
Running any app as vr_dual (without Oculus Home):
Install any Gear VR app with your device signature (app can downloaded, compiled, or backed up from an official install)
Go to your device Settings -> Application manager -> Gear VR Service (usually in the "Downloaded" section but could also be in the "All" section).
Tap on "Manage storage"
Tap the "VR Service Version" number six times.
Wait for scan process to complete and you should now see the Developer Mode toggle on this screen.
You should now be able to launch your app without the headset and also dock the headset at any time without having Home launch.
Don't forget to disable developer mode to restore regular functionality after you're done playing the game and enable it again before returning.
Unity game development shortcuts:
So you need a bunch of characters and environments, but the Unity asset store is expensive and you haven't had enough experience in 3DSMax to make your own. There is another way to get tons of content both fast and cheap:
MMD4Mecanim : http://stereoarts.jp/
mmd-for-unity: https://github.com/mmd-for-unity-proj/mmd-for-unity
UnityXNA: https://github.com/mvi/UnityXNA
MMD4Mecanim and mmd-for-unity are extremely similar. The difference between them is that MMD4Mecanim adds the necessary plugins to Unity (and the platforms you build against) to allow you to use models and motions that it converts, while mmd-for-unity performs a fairly complete conversion that allows you to use the items as Unity components with minimal scripts to control some of the aspects that don't fully convert. It is personal preference which is used. When building a scene that is mostly MMD, it is probably better to use MMD4Mecanim. When attempting to mix MMD into a scene built primarily with Unity, mmd-for-unity is probably a better choice.
There is a quick overview of how mmd-for-unity works available at https://www.youtube.com/watch?v=zSC2hKaG5AA
Many developers using the Gear VR favor MMD4Mecanim because of the other plugins that have been built on top of it, such as lip sync. In terms of game performance, mmd-for-unity may have a slight advantage due to decreased overhead. It is unnoticeable, though.
4 more days
I need a noob proof setup guide lol
friedrich420 said:
4 more days
I need a noob proof setup guide lol
Click to expand...
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Don't worry, I am bringing over all of the stuff I put together from the Oculus forums and personal testing.
I am going to put together a small folder on Mega with tools and some samples.
Thank you so much for starting this thread. Great idea and hopefully I'll learn a lot. One question when i try and enable developer mode after the scan I get the message "you are not a developer" and it closes
sawdoctor said:
Thank you so much for starting this thread. Great idea and hopefully I'll learn a lot. One question when i try and enable developer mode after the scan I get the message "you are not a developer" and it closes
Click to expand...
Click to collapse
My professor had the same issue. He had to reboot and wait a minute, then go in and try it again. It could also be how fast the clicks are. I know he wasn't rooted and didn't do anything other than reboot. When I did it, I tapped fast.
twistedumbrella said:
My professor had the same issue. He had to reboot and wait a minute, then go in and try it again. It could also be how fast the clicks are. I know he wasn't rooted and didn't do anything other than reboot. When I did it, I tapped fast.
Click to expand...
Click to collapse
I've tried it twice but will keep trying. You obviously know which kernel i'm using but I'll keep at it
sawdoctor said:
I've tried it twice but will keep trying. You obviously know which kernel i'm using but I'll keep at it
Click to expand...
Click to collapse
You could also try clearing data for the service, then open Home, then try. When they were setting up, they clicked around but didn't really say what they did. I was in a video conference with like 7 people trying to tell one lol.
What I know for sure was it didn't require root or any additional apps.
I just found a Miku archive with some 1,000 models... Looks like it's time to make a Unity orgy. Speaking of, I should post the Miku to Unity stuff. It's a cheap way to get models and they work with the new animations.
Moved to post 2
Same issue for me, keeps telling me I'm not a developer. Tried multiple data clears and restarts.
Jstylen said:
Same issue for me, keeps telling me I'm not a developer. Tried multiple data clears and restarts.
Click to expand...
Click to collapse
That's odd. I just noticed mine was cleared out after doing the last update and I activated and enabled it just now.
Edit: I think I figured out what's happening. It works for me because I have my own game with my signature installed. It didn't take any special app for the other tests because their copy of my game had their signature and I bet they installed it between attempts.
I think you have to have any VR app that contains your own signature installed to "qualify" as a developer. I updated the instructions to include that step.
This is what I was suspecting but hoped I was wrong. I don't have the money for the gear VR right now and hoped to try some things out with an stm32fdiscovery board instead. I suppose now I'll have to compile something with my signature in it.
I didn't realize there actually was a small section for the Gear VR, so we moved over there.
There are some video conversion tips on the official forums. I haven't tried them, but I'll try to gather up what I can and add it here.
We need more positive, productive threads in this section....
I am moving all of the content from a few other threads here, since the Gear VR section has a bit of a troll problem.
One possible way to improve the range of focus / clarity when using the Gear VR:
I found this trick while trying to figure out why no adjustment to the Durovis Dive (moveable lenses) seemed as clear as I expected. The solution was to move where the headset sat on my face, despite it not feeling like that was the "intended placement"
Whether or not you use the nose piece is up to you. I honestly never took the time to compare the two foam blobs, so whichever is the default is the one I use. Most of the trick involves using the tension of the top headband, so adjust the one that wraps around your head to wherever it is tight, but still comfortable.
The next part is where it varies by user. You will want to put the headset on and adjust the focus wheel to get as clear as possible for you. After you are comfortable with the view and about to come back here and say WTF, hold the headset by both sides and move it slightly higher on your face. If the view gets clearer, adjust the top band to keep it locked in place. If there is no change, try moving it lower on your face, and again adjust as needed.
While this may not fit into a scientific explanation of pixel depth, it is a rather simple concept. By moving the headset up or down, you actually slightly alter the angle in relation to your eyes. Most games and apps are intended for a view "level to the eye" and when the headset is too low, your nose can cause it to angle slightly downward. When it is too high, the upward tilt can cause your eyes to strain a bit more.
Hopefully that can help some to solve their issue with clarity before running off to cut up or pack in any additional parts.
I have been meaning to bring over a lot of other stuff from the Oculus forums, but I got wrapped up in having them delete my account.
It appears that some people feel the need to respond to every single thread with public service announcements. Whether or not that is the reason this section has all of 5 active threads and if that led to the Oculus Gear VR section being flooded with the same nonsense cannot be proven without a massive survey. All I can say for sure is that the development sections are safe and hopefully this being a development thread means it is, as well.
Anyway, as for that stuff I was going to bring over:
Controller Mapping by Drash (https://forums.oculus.com/viewtopic.php?f=67&t=20070)
In my Unity apps I use an input layer that requires me to map from an HID to a set of button mappings, and then the rest of my app just deals with with the device-agnostic things like Left Bumper, Start Button, etc. I know a lot of developers out there do something similar, and a few of the third-party input solutions do this as well. There's only one gotcha -- developers are responsible for ensuring setting up button mappings (or profiles) for a reasonable variety of controllers.
As far as I can tell, the most-used controller on Gear VR is the Samsung EI-GP20 Gamepad that optionally comes bundled with the Gear VR. That's good news for the developers that so far aimed to support that at a minimum, but as far as I can tell is a variety of other semi-popular gamepads in use as well:
Moga Pro Power
Moga Hero
PS3 Controller
Gamestop Gamepad
Moga Pro
Steelseries Free
ipega (I think there's a few different versions, not sure which ones people actually use)
So far, I've ordered and tested 6 different controllers now for both the desktop and for Android, and this helps because most of their mappings vary, but this is clearly not a future-proof way to go. Am I going to have to keep buying every controller to find out their HID and mappings? So until I take a different approach, at the very least I would like to throw out there some of the button mappings I've picked up from testing physical controllers, and perhaps others could do the same?
----
1.
"Gamestop Gamepad" aka "Red Samurai Wireless Controller for Android Tablets". I heard this cheap gamepad mentioned several times lately. Dirt cheap. And yet it feels great in the hand and all buttons feel very usable. Solid choice. It has two modes, one that seems to send keyboard commands, and one that actually acts as a normal bluetooth gamepad (Mode G).
Here are the button mappings for Mode G.
HID: "GS gamepad"
Button 1 - Button 0
Button 2 - Button 1
Button 3 - Button 2
Button 4 - Button 3
Left Bumper - Button 4
Right Bumper - Button 5
Left Trigger - Button 6
Right Trigger - Button 7
Left Stick Button - Button 8
Right Stick Button - Button 9
Start - Button 10 (says "Enter" on the controller)
Select/Back - Button 11 (says "Escape" on the controller)
Left Stick X - Analog 0
Left Stick Y - Analog 1
Right Stick X - Analog 2
Right Stick Y - Analog 3
Dpad Left/Right - Analog 4
Dpad Up/Down - Analog 5
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2.
Moga Pro Power - This one holds a charge that you can use to recharge your Android device. Very nice controller, quality is top-notch, but pretty expensive. Also has two modes, one that is specific to Moga games, and one where it acts as a normal gamepad (Mode B).
Here are the button mappings for Mode B:
HID: "Moga Pro 2 HID"
The button mappings are exactly the same as the Gamestop Gamepad, except that the visual labels for the Start/Select buttons actually say Start and Select, and it doesn't seem like the Select button works in HID mode. Not 100% sure about this.
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NOTE: The Samsung Gamepad does not have triggers, nor does it have stick buttons (pushing in the thumbsticks), so you may want to keep that in mind when designing a control scheme with wide gamepad support.
Click to expand...
Click to collapse
Gear VR Input Diagrams (download includes the Samsung controller and headset button images):
https://forums.oculus.com/viewtopic.php?f=67&t=17926
Streaming video (using Kodi / XBMC)
Nevermind, this should probably be a thread...
Hi! Thanks for posting this! I followed the instructions here, successfully installed a signed apk (one that wasn't on the phone previously), then turned on dev mode as described through the tapping and switch. Nothing seemed to have changed. I then toggled dev mode on and off (via the switch) and restarted the phone several times each. However, I still get the Oculus Home launching every time I insert the phone into the Gear VR as if nothing changed. I'm on the T-mobile US ROM and device, and I don't have the 5.0 upgrade yet. No root.
Does anyone have any ideas? I want to run cardboard apps in my Gear ! Thanks!
TriOptimum said:
Hi! Thanks for posting this! I followed the instructions here, successfully installed a signed apk (one that wasn't on the phone previously), then turned on dev mode as described through the tapping and switch. Nothing seemed to have changed. I then toggled dev mode on and off (via the switch) and restarted the phone several times each. However, I still get the Oculus Home launching every time I insert the phone into the Gear VR as if nothing changed. I'm on the T-mobile US ROM and device, and I don't have the 5.0 upgrade yet. No root.
Does anyone have any ideas? I want to run cardboard apps in my Gear ! Thanks!
Click to expand...
Click to collapse
If nothing is running, it will launch home.
There is also a possibility it only works for Gear VR apps. In that case, you could just disable the whole Gear VR service temporarily.
Either way, you don't really need to quote the OP to ask. It's implied.
twistedumbrella said:
If nothing is running, it will launch home.
There is also a possibility it only works for Gear VR apps. In that case, you could just disable the whole Gear VR service temporarily.
Either way, you don't really need to quote the OP to ask. It's implied.
Click to expand...
Click to collapse
Thanks for the reply. Sorry to violate posting etiquette, I didn't realize I had quoted that entire post - I will trim it down if I can find edit (I am new to posting here, so forgive me).
I have FPSE or any other cardboard app running, and gear home still pops up over it when docked to the usb port of the gear vr. I can't freeze Gear VR service without root, which I'm looking in to as the next best option I suppose. Force stopping it doesn't seem to work either. Reports on Reddit threads indicate this works with Cardboard apps, allowing them to run without home launching, but not for me.
Hey there, I just upgraded from resurrection remix ROM to cyanogenMod 11 (4.4.4) and the first thing I missed was a multiple user's option. I searched on the net and I couldn't find it anywhere. While browsing randomly i came through these 2 articles explaining how to get that feature back. I don't take any credit for this, all credit goes to the developers and that site explaining the whole method. So I am just sharing the links with you all because I know there are many multiple users fans out here missing this feature.
Both the methods are working like a charm (but you can't receive a call in another account). I used my NOTE2 international version for this. I recommend the second method.
Method one
http://nexus5.wonderhowto.com/how-to/create-multiple-user-profiles-your-nexus-5-phone-0150637/
Method two
http://gs5.wonderhowto.com/how-to/s...galaxy-s5-or-any-other-android-phone-0157014/
I couldn't find any dedicated place for cyanogenmod, if it is there, then I request the moderators to move this post to respective place.
If you liked my thought of sharing, pressing the like button will bring a smile on my face.
This also works on CM 11, but doesn't need Xposed just root.
http://www.androidcoliseum.com/2014/01/how-to-enable-multi-user-profiles-on.html
Do you use cm 11? 4.4.4?
'SwitchMe Multiple Accounts' On Play
'SwitchMe Multiple Accounts' works for me..root is required obviously but only downside is that the phone would be restarted on each profile change..
This thread is sooooooo old I shouldn't write this. But I have been using CM 11.x until mid 2016 on my Galaxy S2. (yay, vulnerabilites everywhere...:crying: )
You don't need to enable lock screen rotation. Just go to the settings for the power button (power menu). There you can enable things like screenshot tool, but also the item to show and select user profiles. So you can switch users from any screen by long-pressing power button.
But just to make a connection to nowadays:
Setting this up and switching users by power button just works exactly the same with my LOS 14.x and 15.1 as it worked with CM 11.x . Weird, no one came up with it back then.
So, r/w access to the system partition yes (root, twrp with filemanager/terminal/adb), but no rotation needed.
(i cannot verify these step by step anymore, but who cares :silly
Hi folks, I'm new MIUI8 SE user.
I've been using android for 6 years and I'm here - XDA - for 6 years
Since I got my first android phone which was Motorola XT910, I came here xda devs forum and search what can I do. I realized to install roms on android, custom roms. And after a few months I saw MIUI 4 is available for my Motorola XT910. I installed it and it looks great. I can costumize wahtever I want with MIUI4, and later it upgraded MIUI5 bla bla..
After a few years later I bought Xiaomi phone to use stock rom as MIUI. I bought Mi5 and later Mi6. Now I'm with Mi8SE (will continue )
So, I've been almost use all MIUı since 4th generation.
Now I just saw MIUI 11 China Beta released for our and mosth xiaomi phone. I wanted you to see, install this great rom to your phone too.
Here download link page.
How to install?
Just go to TWRP and wipe cache/data,
Format Factory Rest,
Install ROM,
And That's It...
Keep in mind that this is Chinese build and thus do not come with Google Play Services or any Google apps pre-installed, though they are easy to sideload. The features may also be slightly different from what you expect from global builds as well, given that they’re focused towards the Chinese market. Lastly, the language options are likely limited to English and Chinese.
We hope EU rom will be available this week. And global beta will come soon.
Changelog List
Attention – Empowering the productive
Comprehensive design optimized for fullscreen display devices
Removing visual clutter, improving touch controls, and refining the use of color allowed us to create the system where nothing stands between you and the content.
Beauty starts with text. Our fonts matured.
Now text looks gorgeous in all languages.
Now, font weight can be adjusted automatically depending on the text.
Ambient display
Ambient display now comes with gorgeous dynamic themes.
Essential information is displayed on your screen 24/7.
Personalize your device with a unique signature.
Keep your screen alive with our amazing special effects.
Sounds of nature
Wake up to the gentle sounds of nature with our new alarm ringtones.
Notification sounds won’t make you tired. Now, they keep changing dynamically, just like nature does.
Mi Share
Transfer files from phone to phone at breakneck speeds.
Mi Share works both on phones and computers.
Documents
Preview your documents before you open them.
Stay productive and efficient with our all-new Mi Doc Viewer.
Casting
MIUI allows you to cast videos, games, documents, and apps to more than 300 TV models directly from your phone.
MIUI’s casting functionality allows you to hide personal items to keep all sensitive things private.
Printing
Print photos and files directly from your phone without installing any additional apps
Trips
Plan your trips with MIUI: add your flight or train tickets, learn about the weather at your destination, get local mobile data, view the currency exchange rates, or contact your consulate abroad.
Ultra battery saver
Use this feature to challenge your device to a whole day on just 5% of the battery.
More features
Tasks. Manage and edit your tasks in the Notes app. Receive timely notifications and mark things done.
Kid space. Create a safe digital environment for your kids.
Family guard. Control connected devices to help your friends and family.
Screen time. View stats and manage your time more efficiently.
Emergency SOS. Rapidly press the Power button 5 times to send an SOS message to your emergency contacts.
Earthquake warnings. Stay safe and informed in case of an earthquake.
Quick replies. Reply to messages from any app.
Themes. Lots of free resources to make your device truly unique.
Mi Community. Get the latest news from Xiaomi, test new features, and participate in our events.
Autofill passwords. Store passwords on your device and use them whenever you need them.
Calendar. All your events in one place.
Mi AI 3.0. All-new. Much more powerful.
Security. Safeguard and optimize your device.
Game Turbo. Turn your device into an ultimate gaming console.
Screenshoots
Reserved for future important things...
Do you think the open beta will be released this week?
Is there any screenshot?
"http://bigota.d.miui.com/9.9.24/miui_MI6_9.9.24_1311e25b28_9.0.zip
redirecting to your own site is ridiculous.
Hello,
I don't know if you know I use the handy application CamSam Plus (warning of "danger zones") in addition to Waze.
CamSam Plus has an interesting feature, a widget that remains visible above other applications (like Waze for example).
Until now, both applications have worked perfectly and cohabited together on my smartphones (Honor, Huawei, Samsung and Oneplus), but this is no longer the case since I bought the Xiaomi Mi 9T Pro (and I'm very disappointed).
I tried a lot of tricks in the CamSam application settings, in the rights manager (put all rights) and even in the batterrie (saver, no restrictions).
But nothing works, I still have the problem (it wouldn't be because of this double GPS chip thing, can we disable one on both to test?).
Have any of you ever had this kind of bp and if so, would you know what to do about it?
In advance thank you for your lights.
same problem on Redmi Note 8 with MIUI 11