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February 6, 2022 12:17
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Save McPo/f1aaa8d1000961b39af46cc99453e229 to your computer and use it in GitHub Desktop.
Enable Oculus Quest Unity Development on OSX / macOS via `Oculus > OVR Build`
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1. Install the embedded Android SDK and copy the file `adb` to `adb.exe` e.g: | |
``` | |
cd /Applications/Unity/Hub/Editor/****/PlaybackEngines/AndroidPlayer/SDK/platform-tools/ | |
cp adb adb.exe | |
``` | |
2. Apply the following diff to the Oculus Integration asset. | |
3. Navigate to Oculus > OVR Build > OVR Scene Quick Preview | |
4. Click `Build and Deploy Scene`. It will ask you to build the Transition APK. If this is the first time doing show click `Yes`. In subsequent runs, it fails to detect that the APK has already been installed, thus you can click `No` which will dramatic improve the build time. Your scene needs to be saved before clicking `Build and Deploy Scene`, otherwise any changes will not be applied. |
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diff --git a/Assets/Oculus/VR/Editor/OVRBundleManager.cs b/Assets/Oculus/VR/Editor/OVRBundleManager.cs | |
index e8072cf..33c067a 100644 | |
--- a/Assets/Oculus/VR/Editor/OVRBundleManager.cs | |
+++ b/Assets/Oculus/VR/Editor/OVRBundleManager.cs | |
@@ -1,4 +1,4 @@ | |
-#if UNITY_EDITOR_WIN && UNITY_ANDROID | |
+#if UNITY_ANDROID | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
diff --git a/Assets/Oculus/VR/Editor/OVRBundleTool.cs b/Assets/Oculus/VR/Editor/OVRBundleTool.cs | |
index b9ba3dc..2d39df1 100644 | |
--- a/Assets/Oculus/VR/Editor/OVRBundleTool.cs | |
+++ b/Assets/Oculus/VR/Editor/OVRBundleTool.cs | |
@@ -1,4 +1,4 @@ | |
-#if UNITY_EDITOR_WIN && UNITY_ANDROID | |
+#if UNITY_ANDROID | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
diff --git a/Assets/Oculus/VR/Editor/OVRConfig.cs b/Assets/Oculus/VR/Editor/OVRConfig.cs | |
index 39d1414..8680ae0 100644 | |
--- a/Assets/Oculus/VR/Editor/OVRConfig.cs | |
+++ b/Assets/Oculus/VR/Editor/OVRConfig.cs | |
@@ -65,7 +65,7 @@ public class OVRConfig : ScriptableObject | |
androidSDKPath = EditorPrefs.GetString("AndroidSdkRoot"); | |
} | |
- androidSDKPath = androidSDKPath.Replace("/", "\\"); | |
+ //androidSDKPath = androidSDKPath.Replace("/", "\\"); | |
// Validate sdk path and notify user if path does not exist. | |
if (!Directory.Exists(androidSDKPath)) | |
{ |
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thanks ! It works for me.