VR 셋팅시 오류가 발생
Project Settings - Player - Other Settings
Publishing Settings
그 후 스크립트를 수정한다
//-----------------------------------------------------------------------
// <copyright file="CardboardStartup.cs" company="Google LLC">
// Copyright 2020 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
//-----------------------------------------------------------------------
using Google.XR.Cardboard;
using UnityEngine;
/// <summary>
/// Initializes Cardboard XR Plugin.
/// </summary>
public class CardboardStartup : MonoBehaviour
{
/// <summary>
/// Start is called before the first frame update.
/// </summary>
public void Start()
{
// Configures the app to not shut down the screen and sets the brightness to maximum.
// Brightness control is expected to work only in iOS, see:
// https://docs.unity3d.com/ScriptReference/Screen-brightness.html.
Screen.sleepTimeout = SleepTimeout.NeverSleep;
Screen.brightness = 1.0f;
// Checks if the device parameters are stored and scans them if not.
if (!Api.HasDeviceParams())
{
Api.ScanDeviceParams();
}
}
/// <summary>
/// Update is called once per frame.
/// </summary>
public void Update()
{
if (Api.IsGearButtonPressed)
{
Api.ScanDeviceParams();
}
if (Api.IsCloseButtonPressed)
{
Application.Quit();
}
if (Api.IsTriggerHeldPressed)
{
Api.Recenter();
}
if (Api.HasNewDeviceParams())
{
Api.ReloadDeviceParams();
}
#if !UNITY_EDITOR
Api.UpdateScreenParams();
#endif
}
}
CardboardStartup.cs
apply plugin: 'com.android.library'
**APPLY_PLUGINS**
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])
implementation 'androidx.appcompat:appcompat:1.0.0'
implementation 'androidx.constraintlayout:constraintlayout:1.1.3'
implementation 'com.google.android.gms:play-services-vision:15.0.2'
implementation 'com.google.android.material:material:1.0.0'
implementation 'com.google.protobuf:protobuf-javalite:3.8.0'
**DEPS**}
android {
ndkPath "**NDKPATH**"
compileSdkVersion **APIVERSION**
buildToolsVersion '**BUILDTOOLS**'
compileOptions {
sourceCompatibility JavaVersion.VERSION_11
targetCompatibility JavaVersion.VERSION_11
}
defaultConfig {
minSdkVersion **MINSDKVERSION**
targetSdkVersion **TARGETSDKVERSION**
ndk {
abiFilters **ABIFILTERS**
}
versionCode **VERSIONCODE**
versionName '**VERSIONNAME**'
consumerProguardFiles 'proguard-unity.txt'**USER_PROGUARD**
}
lintOptions {
abortOnError false
}
aaptOptions {
noCompress = **BUILTIN_NOCOMPRESS** + unityStreamingAssets.tokenize(', ')
ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:!CVS:!thumbs.db:!picasa.ini:!*~"
}**PACKAGING_OPTIONS**
}
**IL_CPP_BUILD_SETUP**
**SOURCE_BUILD_SETUP**
**EXTERNAL_SOURCES**
mainTemplate
org.gradle.jvmargs=-Xmx**JVM_HEAP_SIZE**M
org.gradle.parallel=true
unityStreamingAssets=**STREAMING_ASSETS**
**ADDITIONAL_PROPERTIES**
android.enableJetifier=true
android.useAndroidX=true
gradleTemplate
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.unity3d.player"
xmlns:tools="http://schemas.android.com/tools">
<application android:requestLegacyExternalStorage="true">
<activity android:name="com.unity3d.player.UnityPlayerActivity"
android:theme="@style/UnityThemeSelector">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
</activity>
</application>
</manifest>
AndroidManifest
그 후 수정이 다 되었으면
씬을 올리고 (단, 씬이 많으면 빌드되야 할 부분이 맨 위로 올라가야 함)플랫폼 확인하고 build를 한 후저장 위치를 정하면 apk가 만들어진다.
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