Hey all,
So basically what I want to do is have shortcuts on my phone that launch a specific app on my windows pc.
Since without some background info this might sound malicious, here's the case in point:
I want a shortcut to launch XBMC on my htpc. XBMC already have an awesome remote app for android which includes WOL, so I can already turn on my pc with my phone and use my phone as remote once XBMC is launched, however, I don't have a way of launching it through my phone.
I'd want a more elegant/direct solution than having to use vnc. I cannot set XBMC to autolaunch at startup on my pc because it's a shared pc in my home and not everyone uses it as an htpc, it's also a gaming box.
Any ideas? I'd imagine using an android phone to run a script on a PC or launch an app wouldn't be too complicated, but I'm no developer so I pose my question to all the gurus out there!
Thanks a lot!
SSL shell script would be your best bet.
Thanks for the suggestion!
I actually kept on looking and found some like minded peeps on the xbmc's forum, and user grajen3 made a launcher for it specifically.
Here's the link to the thread in case anyone else here ever wants to launch xbmc from the phone: http://forum.xbmc.org/showthread.php?t=78167&highlight=android
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...
Click to collapse
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?
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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.
----
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.
Seems Firefox (my preferred browser) does not work in the DeX Station. Pretty weird since it specifically has a tablet mode and works pretty much identical to the desktop version on my Note Pro 12.2.
Anyone know of a workaround?
slaapliedje said:
Seems Firefox (my preferred browser) does not work in the DeX Station. Pretty weird since it specifically has a tablet mode and works pretty much identical to the desktop version on my Note Pro 12.2.
Anyone know of a workaround?
Click to expand...
Click to collapse
There are a lot of apk's that can extend to full screen any phone apk. Even in samsung own menu there is developer options under dex setting that alow any apk to run in full screen.
I guess that' your question about...
Search in.play store for dex
slaapliedje said:
Seems Firefox (my preferred browser) does not work in the DeX Station. Pretty weird since it specifically has a tablet mode and works pretty much identical to the desktop version on my Note Pro 12.2.
Anyone know of a workaround?
Click to expand...
Click to collapse
No such luck. The setting is Samsung DeX Labs, "Attempt to resize apps that aren't officially supported by Samsung DeX." and Firefox still says it wasn't designed for it.
"Firefox can't run in Samsung Dex. It is designed for phone touch screens." is the text that appears. I personally think they blacklisted it so that people would be forced to use their browser.
Though Chrome does seem to work.
i have the same issue .... dont know whats going on
slaapliedje said:
Seems Firefox (my preferred browser) does not work in the DeX Station. Pretty weird since it specifically has a tablet mode and works pretty much identical to the desktop version on my Note Pro 12.2.
Anyone know of a workaround?
Click to expand...
Click to collapse
Enable Developer Mode and it allows all applications automatically.
Go to settings -> Samsung Dex -> About Samsung Dex
Click the Samsung Dex logo 5 times. Launch Firefox!
Enabling "Developer mode" did not work for me--Firefox doesn'e even start. Any other ideas?
TIA,
rabilancia
Going into the Developer mode worked for me. It didn't immediately, I had to take my Note 8 off the dock and put it back on. I wasn't even looking for it to work because I had tried without undocking it . After I redocked my note 8. I had a full screen baby !!!!!!!!!!. Thank You to the fella that suggested that. Hopefully we can work together and get some consensus going on what works for these issues. This Dex has a lot of potential and I want to take full advantage of it.
esummers91 said:
Going into the Developer mode worked for me. It didn't immediately, I had to take my Note 8 off the dock and put it back on.
Click to expand...
Click to collapse
Solution works for Firefox Nightly on the Verizon Samsung Galaxy Note 9 also. Simply restart DeX by disconnecting it from and then reconnecting it to the external monitor for the dev mode change to take hold. Thanks!
Thank you the for information.
I now have FireFox Beta 68.167 running on my Samsung Galaxy Note 8, on the DeX station.
I followed the instructions in the previous posts above then took the phone off the Dex station, on replacing the phone on the Dex station I started up FireFox!
I will post further if there are any issues.
Preafectus said:
Thank you the for information.
I now have FireFox Beta 68.167 running on my Samsung Galaxy Note 8, on the DeX station.
I followed the instructions in the previous posts above then took the phone off the Dex station, on replacing the phone on the Dex station I started up FireFox!
I will post further if there are any issues.
Click to expand...
Click to collapse
Try rebooting instead.
Same issue, can't open Firefox on DeX - strange though because I did have it working for a while. Now, can't get it to work despite developer mode, reconnecting HDMI, rebooting etc etc many times. Also tried complete factory reset before reinstalling FF & retrying.
Confirming that today, DEX on S9+ with Android 10/Windows 10, Firefox works.
Going into dev mode and activating Dex labs, unplug and replug. Trick is done.
How does Firefox browser work for you? I am running DeX on my Galaxy S10 and Firefox is basically unusable in full screen, as for some reason most websites are shown extremely zoomed in and I can't find a way how to zoom out. As en example, I open google webpage and the search bar spans across the whole width of my TV.
This could be an issue with Firefox not being optimized for use in Dex Mode
Turning on the Dex dev mode worked on my Note9. I restarted Dex and open the latest stable version without issues. Thanks for the tip!!
jdrch said:
Solution works for Firefox Nightly on the Verizon Samsung Galaxy Note 9 also. Simply restart DeX by disconnecting it from and then reconnecting it to the external monitor for the dev mode change to take hold. Thanks!
Click to expand...
Click to collapse
Doesn't seem to work anymore. Can you guys check/verify/confirm?
I'm on Samsung Note 9 with newest OS version.
Any ideas how to solve this?
UPDATE: To be precise about my status:
* DeX Labs is active, and I can't even deactivate it via Android Developer Mode.
* App Size Adjustment and "Reopen last opened app automatically" settings are active.
Karl-Heinzchen said:
Doesn't seem to work anymore.
Click to expand...
Click to collapse
Sry guys, all good. I just misinterpreted the post about "Firefox Nightly".
Solution: Firefox Nightly is currently not just about incremental improvements, but it is a whole new browser. Firefox Beta is also working on DeX - thus Firefox "Production Version" will be supporting DeX quite soon, definitely this year.
So Im in need of a fully functional desktop mode becase I have some apps that are apk but arent made for small screen (adobe connect etc.) so i need to use the desktop mode on my pc
Is it possible?
Does asus offer a mode similar to samsung dex??!
theoretically, there was a barebone desktop mode added in stock android 10, but so far it seems that asus removed it : /. Maybe with OEM Asus dock it would work, but I don't have such one on hand. (Got one from baseus with 3xUSB3.0, USB C with PD, RJ-45 and a HDMI, works like a charm, just cant make the desktop mode work. Streaming screen thru HDMI works nicely tho)
Kianush said:
So Im in need of a fully functional desktop mode becase I have some apps that are apk but arent made for small screen (adobe connect etc.) so i need to use the desktop mode on my pc
Is it possible?
Does asus offer a mode similar to samsung dex??!
Click to expand...
Click to collapse
Yes i was also looking for this. In Indonesia the Asus Dock costs $290...
If I wanted to buy that dock i would but i dont because it actually costs the same amount as a fully functional windows 10 tablet which I have available in the local market
Im looking for a qay to make it possible withkut the dock!
Kianush said:
If I wanted to buy that dock i would but i dont because it actually costs the same amount as a fully functional windows 10 tablet which I have available in the local market
Im looking for a qay to make it possible withkut the dock!
Click to expand...
Click to collapse
FYI I don't have this phone so your mileage may vary.
You can try "scrcpy" and make DIY desktop mode. It is open source screen mirroring app for windows, linux and mac and is almost lag free even over wifi. It only needs adb, without any client app on the phone. It will basically mirror your phone's screen to pc and enable you to use your pc's mouse and keyboard as phone's one. In dev options on your phone you need to enable usb debugging. You proppably would also like to change DPI. If you have root you can also try this app which has a lot more options than just changing dpi https://play.google.com/store/apps/details?id=com.farmerbb.secondscreen.free