create file
draft from chat.openai.com
This commit is contained in:
parent
9b505d65bd
commit
cc79b404e5
79
main_info.md
Normal file
79
main_info.md
Normal file
@ -0,0 +1,79 @@
|
||||
### 1. Setup Development Environment:
|
||||
|
||||
#### a-1. Oculus Development Hub (ODH):
|
||||
- Download and install the [Oculus Development Hub (ODH)](https://developer.oculus.com/documentation/unity/unity-odh/).
|
||||
- Connect your Meta Quest 2 to your PC using a USB-C cable.
|
||||
- Use ODH to enable Developer Mode on your Quest 2.
|
||||
|
||||
### a-2.
|
||||
- Download and install the [Meta Quest Developer Hub (MQDH)](https://developer.oculus.com/downloads/package/oculus-developer-hub-win/)
|
||||
- Connect your Meta Quest 2 to your PC using a USB-C cable.
|
||||
- Use MQDH to enable Developer Mode on your Quest 2.
|
||||
|
||||
#### b. Unity Setup:
|
||||
- Install [Unity Hub](https://unity3d.com/get-unity/download)
|
||||
and then install Unity (preferably version 2019.4 or newer).
|
||||
- Create a new Unity project.
|
||||
- Go to `Asset Store` and download the `Oculus Integration` package.
|
||||
- Import the package into your project.
|
||||
|
||||
#### c. Android SDK & NDK:
|
||||
- Install [Android Studio](https://developer.android.com/studio).
|
||||
- Open Android Studio, go to `SDK Manager`,
|
||||
and ensure you have the required SDK and NDK versions installed.
|
||||
|
||||
### 2. USB OTG Camera Integration:
|
||||
|
||||
#### a. Android Manifest Permissions:
|
||||
Add the necessary permissions to the AndroidManifest.xml:
|
||||
```xml
|
||||
<uses-permission android:name="android.permission.USB_HOST" />
|
||||
<uses-feature android:name="android.hardware.usb.host" android:required="true" />
|
||||
```
|
||||
|
||||
#### b. Accessing USB Camera:
|
||||
You can use the [UVCCamera](https://github.com/saki4510t/UVCCamera) library.
|
||||
Here's a basic way to integrate it:
|
||||
|
||||
1. Clone the UVCCamera repository.
|
||||
2. Import the library into your Unity project.
|
||||
3. Create a bridge class in Unity to interface with the library.
|
||||
|
||||
### 3. Display Camera Feed in VR:
|
||||
|
||||
#### a. Create a 3D Plane in Unity:
|
||||
- In the Unity hierarchy, right-click and create a 3D Plane.
|
||||
- This will be used to display the camera feed.
|
||||
|
||||
#### b. Display Camera Feed:
|
||||
```csharp
|
||||
public RawImage displayImage; // Drag your RawImage component here in the inspector
|
||||
|
||||
void UpdateCameraFeed(Texture cameraTexture)
|
||||
{
|
||||
displayImage.texture = cameraTexture;
|
||||
}
|
||||
```
|
||||
|
||||
### 4. User Interface & Controls:
|
||||
|
||||
#### a. Basic UI:
|
||||
- Use Unity's UI system to create buttons for connecting/disconnecting the camera.
|
||||
- Use Oculus Integration's `OVRInputModule` to make the UI interactive in VR.
|
||||
|
||||
#### b. VR Controls:
|
||||
- Use the `OVRInput` class from Oculus Integration to detect button presses and controller movements.
|
||||
|
||||
### 5. Testing:
|
||||
|
||||
- Build and run your Unity project for the Android platform.
|
||||
- Wear your Quest 2 and test the app's functionality.
|
||||
|
||||
### 6. Deployment:
|
||||
|
||||
- Follow Oculus' [submission guidelines](https://developer.oculus.com/distribute/latest/concepts/publish-submission-guidelines/) to submit your app to the Oculus Store.
|
||||
|
||||
### 7. Considerations:
|
||||
|
||||
- Regularly test with different USB OTG cameras to ensure broad compatibility.
|
||||
- Monitor battery usage and optimize as necessary.
|
Loading…
Reference in New Issue
Block a user