Hey all,
I’m writing an app for a client which needs to perform in both Gear VR and outside of a headset. The documentation on the Oculus website is nothing short of shocking, so does anyone have any idea how to do this?
The content is all in one scene, so ideally I’d like to just be able to detect the hardware and flip the Oculus cameras on, switching the other control off, if that makes sense?
I’ve seen one example which relied on separate scenes or something like that, but it really won’t fulfil my needs.
Any advice much appreciated! 
BRS.
Can’t you deactivate Gear VR prefab GameObject and activate a simple camera when Gear VR is not supported ?
Well, that’s essentially the question!
How do I know when the device is plugged into the GearVR so I can enable the alternative?
VRSettings**.**loadedDevice does not return anything when connected to gear vr?
GearVR apps cannot be distributed through the google play store, only through the Oculus store, and they cannot be launched from the home screen. GearVR apps also cannot be sideloaded unless the user re-signs it for their phone, and they will not launch unless the phone is plugged into the Gear on non-developer devices. You will need to make separate builds of your app to support both.
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I made a short post on how I did implement Cardboard SDK and Oculus SDK within the same project.
Feel free fore any comment.
Tried your demo through the store. It doesn’t work for Gear VR. Any thoughts?