
Expect the first launch to take a while.įurther info on required setup is available here: By this point, you should see your Go listed in your device manager and the launch list, and should be able to launch to it.If SteamVR is enabled, by default, disable it. Ensure that the Oculus VR plugin is the only virtual reality plugin enabled for your project.Construct a test project as described here:.Generate an Oculus Signature file for the device as described here: and place the generated file in your engine directory or project directory as described.If the Go is listed by ADB as “unauthorized,” check within your Go HMD to see whether a permission dialog requires you to authorize your PC to communicate with the Go, and approve it if needed.Open a command-line here and type “adb devices” and be sure you see the serial number of your Go listed as one of the connected devices. By default, this will be C:\NVPACK\android-sdk-windows\platform-tools. After reboot, test that your Go is visible by running adb.exe with the devices keyword from wherever you installed your SDK through CodeWorks.You’ll likely need to reboot after this.Install Android CodeWorks from your UE4 install directory\Engine\Extras\AndroidWorks\Win64.Follow the directions to install ADB and to put your Go into developer mode.Get the ADB driver for the Oculus Go here:.
