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AndroidDev.txt
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135 lines (83 loc) · 3.5 KB
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Mac Android SDK gets installed in:
~/Library/Android/sdk
Edit ~/.bashrc
export ANDROID_HOME=~/Library/Android/sdk
export PATH=$ANDROID_HOME/tools:$ANDROID_HOME/platform-tools:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin
Open project in Android Studio:
Check the Build Settings / Android / Google Android Project checkbox.
Build project in Unity.
Import project into Android Studio.
----
List devices:
adb devices
Install on device:
adb -d install -r ~/Jaunt/git/amsterdam/unity/HyperJaunt/Builds/Android/HyperJaunt.apk
adb -d logcat -c ; adb -d logcat -s Unity
Show logs:
adb -d logcat -s Unity
Establish bridge so Unity can profile:
adb forward tcp:54999 localabstract:Unity-com.jauntvr.hyperjaunt
https://docs.unity3d.com/Manual/Profiler.html
build and run creates this bridge process:
adb -P 5037 fork-server server --reply-fd 4
Record screen:
adb shell screenrecord /sdcard/demo.mp4
adb -s 192.168.2.23:5555 shell screenrecord --time-limit 10 --bit-rate 8000000 /sdcard/demo.mp4
ADB via WiFi:
http://stackoverflow.com/questions/2604727/how-can-i-connect-to-android-with-adb-over-tcp
Connect via USB.
adb tcpip 5555
View phone ip in Settings > About Phone > Status.
adb connect 192.168.0.56
adb -s 192.168.0.56:5555 logcat -c; adb -s 192.168.0.56:5555 logcat
adb -s 192.168.0.56:5555 logcat -c; adb -s 192.168.0.56:5555 logcat -s Unity
adb -s 192.168.0.56:5555 logcat -s Unity
start.bat
adb shell am force-stop com.Oculus.UnitySample
adb shell am start -n com.Oculus.UnitySample/com.unity3d.player.UnityPlayerNativeActivity
stop.bat
adb shell am force-stop com.Oculus.UnitySample
Workflow for debugging:
https://forums.oculus.com/viewtopic.php?t=18021
Getting Started with Oculus Mobile Sdk
http://aaron.jaxns.net/
Unity 5.1 VR Getting Started
http://forum.unity3d.com/threads/unity-5-1-vr-getting-started.332316/page-2
----
Create and log into Oculus account.
https://developer.oculus.com
Set developer mode on device.
Settings => About Device => Software Info => tap "Build number" a bunch of times.
Configure developer mode to allow USB debugging.
Settings => Developer options => USB Debugging: On
Plug device into USB.
Get ids of connected Android devices:
adb devices
Generate Oculus Signature File (osig) for each device.
https://developer.oculus.com/osig/
Enter device id.
Download oculussig_XXXX file.
Put Oculus Signature files into directory:
PantomimePong/Assets/Plugins/Android/assets
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https://www.reddit.com/r/GearVR/comments/2qcryc/step_by_step_guide_to_building_apps_for_the_gear/
----
http://static.oculus.com/sdk-downloads/documents/OculusMobile_SubmissionGuidelines.pdf
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http://stackoverflow.com/questions/19940179/conflict-between-vuforia-plugin-and-prime31-facebook-plugin-for-android-on-unity
https://gist.githubusercontent.com/prime31/0908e6100d7e228f1add/raw/a5d96177c8d8fde548068d2a15de49acdb2023ec/Android+Activity+Sharing
http://forum.unity3d.com/threads/androidmanifest-com-unity3d-player-unityplayerproxyactivity.285973/
https://gist.github.com/prime31/0908e6100d7e228f1add
https://prime31.com/docs#androidSocial
https://prime31.com/docs#iosTroubleshooter
----
Developing Unity Extensions with Android Studio
Unity Android plugin tutorial
http://eppz.eu/blog/unity-android-plugin-tutorial-1/
http://eppz.eu/blog/unity-android-plugin-tutorial-2/
http://eppz.eu/blog/unity-android-plugin-tutorial-3/
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MonoPInvokeCallback
https://developer.xamarin.com/api/type/MonoTouch.MonoPInvokeCallbackAttribute/
https://github.com/orbotix/UNITY-PLUGIN/search?utf8=%E2%9C%93&q=MonoPInvokeCallback
----