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@McPo
Last active February 6, 2022 12:17
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Enable Oculus Quest Unity Development on OSX / macOS via `Oculus > OVR Build`
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.
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))
{
@h4rk8s
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h4rk8s commented Feb 6, 2022

thanks ! It works for me.

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