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main_info.md
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main_info.md
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### 1. Setup Development Environment:
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#### a-1. Oculus Development Hub (ODH):
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- Download and install the [Oculus Development Hub (ODH)](https://developer.oculus.com/documentation/unity/unity-odh/).
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- Connect your Meta Quest 2 to your PC using a USB-C cable.
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- Use ODH to enable Developer Mode on your Quest 2.
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### a-2.
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- Download and install the [Meta Quest Developer Hub (MQDH)](https://developer.oculus.com/downloads/package/oculus-developer-hub-win/)
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- Connect your Meta Quest 2 to your PC using a USB-C cable.
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- Use MQDH to enable Developer Mode on your Quest 2.
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#### b. Unity Setup:
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- Install [Unity Hub](https://unity3d.com/get-unity/download)
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and then install Unity (preferably version 2019.4 or newer).
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- Create a new Unity project.
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- Go to `Asset Store` and download the `Oculus Integration` package.
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- Import the package into your project.
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#### c. Android SDK & NDK:
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- Install [Android Studio](https://developer.android.com/studio).
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- Open Android Studio, go to `SDK Manager`,
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and ensure you have the required SDK and NDK versions installed.
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### 2. USB OTG Camera Integration:
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#### a. Android Manifest Permissions:
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Add the necessary permissions to the AndroidManifest.xml:
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```xml
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<uses-permission android:name="android.permission.USB_HOST" />
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<uses-feature android:name="android.hardware.usb.host" android:required="true" />
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```
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#### b. Accessing USB Camera:
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You can use the [UVCCamera](https://github.com/saki4510t/UVCCamera) library.
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Here's a basic way to integrate it:
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1. Clone the UVCCamera repository.
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2. Import the library into your Unity project.
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3. Create a bridge class in Unity to interface with the library.
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### 3. Display Camera Feed in VR:
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#### a. Create a 3D Plane in Unity:
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- In the Unity hierarchy, right-click and create a 3D Plane.
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- This will be used to display the camera feed.
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#### b. Display Camera Feed:
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```csharp
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public RawImage displayImage; // Drag your RawImage component here in the inspector
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void UpdateCameraFeed(Texture cameraTexture)
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{
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displayImage.texture = cameraTexture;
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}
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```
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### 4. User Interface & Controls:
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#### a. Basic UI:
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- Use Unity's UI system to create buttons for connecting/disconnecting the camera.
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- Use Oculus Integration's `OVRInputModule` to make the UI interactive in VR.
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#### b. VR Controls:
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- Use the `OVRInput` class from Oculus Integration to detect button presses and controller movements.
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### 5. Testing:
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- Build and run your Unity project for the Android platform.
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- Wear your Quest 2 and test the app's functionality.
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### 6. Deployment:
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- Follow Oculus' [submission guidelines](https://developer.oculus.com/distribute/latest/concepts/publish-submission-guidelines/) to submit your app to the Oculus Store.
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### 7. Considerations:
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- Regularly test with different USB OTG cameras to ensure broad compatibility.
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- Monitor battery usage and optimize as necessary.
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