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Mobile | Mobile SDK Getting Started Guide | 11
Device Setup
This section will provide information on how to set up your supported device for running, debugging, and testing your Gear VR application.
Please review the
System and Hardware Requirements
above for the list of supported devices for this SDK
release.
Note: This information is accurate at the time of publication. We cannot guarantee the consistency or reliability of third-party applications discussed in these pages, nor can we offer support for any of the third-party applications we describe.
Configuring Your Device for Debugging
In order to test and debug applications on your Android device, you will need to enable specific developer options on the device:
1. Configure Developer Options in Settings
• Enable USB Debugging
• Allow mock locations
• Verify apps via USB
2. Configure Display Options in Settings
• Disable lock screen
• Set Display Timeout (optional)
Developer Options
Note: Depending on which mobile device you are using, options and menu names may vary slightly.
Developer options may be found under: Settings -> System -> Developer options.
Developer options may be hidden by default. If so, you can expose these options with the following steps:
1. Locate Build number option in Settings. Android M and later: Go to Settings -> System -> About device ->
Software Info.
Earlier Android Versions: Go to Settings -> System -> About device.
2. Scroll down to Build number.
3. Press Build number seven times.
You should be informed that Developer options has been enabled.
Once you have found Developer options, enable the following:
USB Debugging: This will allow the tools to install and launch deployed apps over USB.
You should see the screen shown on the accompanying figure.
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Table of contents
- 3 Contents
- 6 Mobile SDK Getting Started Guide
- 6 Getting Started with the SDK
- 7 Mobile Development with Unity and Unreal
- 7 Mobile Development with Unity
- 8 Mobile Development with Unreal
- 9 System and Hardware Requirements
- 11 Device Setup
- 12 Android Development Software Setup for Windows
- 13 Java Development Kit (JDK)
- 13 Android Studio Installation
- 13 Standalone Android SDK Tools
- 14 Installing Additional Packages and Tools
- 14 Android Native Development Kit (NDK)
- 15 Gradle
- 15 Setting up your System to Detect your Android Device
- 15 Android Development Software Setup for Mac OS X
- 16 Xcode
- 16 Java Development Kit (JDK)
- 16 Android Studio Installation
- 16 Standalone Android SDK Tools
- 17 Installing Additional Packages and Tools
- 17 Android Native Development Kit (NDK)
- 18 Gradle
- 20 Mobile Development Basics
- 20 Oculus Signature File (osig) and Application Signing
- 21 Developer Mode: Running Apps Outside of the Gear VR Headset
- 21 Universal Menu and Reserved User Interactions
- 22 Reserved User Interactions
- 22 Universal Menu
- 23 Android Studio Basics
- 27 Native Development Overview
- 27 Native Source Code
- 28 Native Samples
- 29 Android Manifest Settings
- 30 Native Engine Integration
- 30 VrApi
- 30 Lifecycle and Rendering
- 33 Frame Timing
- 33 Latency Controls
- 35 Asynchronous TimeWarp
- 37 TimeWarp Minimum Vsyncs
- 37 Consequences of not rendering at 60 FPS
- 38 Power Management
- 39 Fixed Clock Level API
- 39 Power Management and Performance
- 40 Power State Notification and Mitigation Strategy
- 41 Advanced Rendering
- 41 Multi-View
- 46 Native Application Framework
- 46 Creating New Apps with the Framework Template
- 47 UI and Input Handling
- 48 Native SoundEffectContext
- 49 Runtime Threads
- 50 Other Native Libraries
- 51 Media and Assets
- 51 Mobile VR Media Overview
- 51 Panoramic Stills
- 51 Panoramic Videos
- 52 Movies on Screens
- 52 Movie Meta-data
- 53 Oculus 360 Photos and Videos Meta-data
- 53 Media Locations
- 54 Native VR Media Applications
- 56 Models
- 56 Oculus Cinema Theater Creation
- 56 Detailed Instructions
- 62 Theater Design Principles
- 62 FBX Converter
- 63 Overview
- 63 Coordinate System
- 64 Materials
- 65 Animations
- 65 Tags
- 65 Command-Line Interface
- 66 Options
- 67 Batch Execution
- 67 Troubleshooting
- 67 Optimization
- 67 Reducing Draw Calls
- 68 Reducing Vertices
- 68 Reducing Overdraw
- 70 Mobile Best Practices
- 70 Rendering Guidelines
- 70 Mobile VR Performance
- 71 Frame Rate
- 71 Scenes
- 72 Resolution
- 72 User Interface Guidelines
- 72 Stereoscopic UI Rendering
- 72 The Infinity Problem
- 73 Depth In-Depth
- 73 Gazing Into Virtual Reality
- 74 Adreno Hardware Profile
- 76 Testing and Troubleshooting
- 76 Tools and Procedures
- 76 Android System Properties and Local Preferences
- 79 Screenshot and Video Capture
- 81 Oculus Remote Monitor and VrCapture
- 81 VrCapture
- 83 Oculus Remote Monitor
- 83 Setup
- 84 Basic Usage
- 92 Using Oculus Remote Monitor to Identify Common Issues
- 96 Android Debugging
- 97 Adb
- 98 Logcat
- 99 Using Logcat to Determine the Cause of a Crash
- 99 Getting a Better Stack Trace
- 100 Application Performance Analysis
- 100 Basic Performance Stats through Logcat
- 101 SysTrace
- 102 NDK Profiler
- 103 Rendering Performance: Tracer for OpenGL ES
- 105 Android Studio Native Debugging
- 105 Native Debugging with Android Studio
- 108 Native Debugging with ndk-gdb
- 111 Mobile Native SDK Migration Guide
- 111 Migrating to Mobile SDK 1.0.4
- 113 Migrating to Mobile SDK 1.0.3
- 121 Migrating to Mobile SDK 1.0.0
- 124 Migrating to Mobile SDK 0.6.2.0
- 126 Migrating to Mobile SDK 0.6.1.0
- 128 Migrating to Mobile SDK 0.6.0
- 135 Release Notes
- 135 1.0 Release Notes
- 139 0.6 Release Notes
- 145 0.5 Release Notes
- 149 0.4 Release Notes
- 152 System Activities/VrApi Release Notes
- 152 1.11.x Release Notes
- 152 1.10.x Release Notes
- 153 1.0.x Release Notes
- 157 System Driver Release Notes
- 157 1.5.x Release Notes
- 157 1.0.x Release Notes
- 158 Oculus Remote Monitor Release Notes
- 158 1.x Release Notes