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Exercise 2: Creating the Splash Scene
The 360 image viewer app will contain two scenesa splash scene and a main scene.
When the app is launched, the splash scene will display a 360 image along with a logo.
This scene will display for a few seconds, ultimately, allowing the app some time to load
the main content.
in the Scene view and its details displayed in the Inspector view.
The Hierarchy view shows you the relationship of all of the objects in a scene. The Scene
view displays your scene in free point of view (you can look at the scene from all angles).
The Inspector view displays all of the components and properties of a selected object in
a scene.
5. In the Inspector view, disable the Main Camera by unchecking the box next to the
object name.
The Box_Inv object is a 3D inverted cube mesh, or shape, that you will use as the
background of your splash screen. By default, this box has a plain gray texture, or
surface. You will place a different material on each side of the cube to create a
background image.
2. In the Project view, open the /Assets/Workshop/Materials folder. Here you will see
six different Box materials with a number appended. These numbers correspond to
the Box_Inv objects Element slots in the Mesh Renderer > Materials setting. Drag
the Box_0_Back.mat le into the Element 0 property eld.
3. At the top of the Unity window, click the Play button. In Game view, you will see your
Splash scene displayed. On your Gear VR headset, this scene will be rendered in two
side-by-side images, mapping to your left and right eyes, creating a stereoscopic view.
Oculus requires that all applications accessing VR functionality use a unique signature
le created with a specic Note 4 or S6/S6 Edge Device ID. This signature le will access
low-level device functions through APIs provided in the Oculus Mobile SDK.
1. On your device, open the Device Id Fetch app. You will see your Device ID displayed
in the app.
Note: You can also retrieve your Device ID by using ADB, a command line for the Android SDK.
Details on how to manually retrieve the Device ID are outlined in the Setup guides for Mac OS
X (setup-mac-os-x.html) and Windows OS (setup-windows-os.html) and you can also nd
instructions on the Oculus Signature File Generator (https://developer.oculus.com/tools
/osig/) page.
2. On your computer, open a browser and navigate to the Oculus Signature File
Generator (https://developer.oculus.com/tools/osig/) page. Login to your Oculus
account. If you do not have an account, create one now.
3. In the Device ID eld, type in the Device ID retrieved from your device and click the
DOWNLOAD FILE button. Your Oculus signature le will be downloaded to your
machine.
4. Expand the Other Settings section and change the Bundle Identier to
com.[yourComanyName].HelloWorld360.
3. Return to Unity. From the menu, select File > Build Settings...
4. In the Build Settings window, click the Add Current button to add your Splash scene
to the Scenes In Build list.
5. Under the Android settings, make sure the Texture Compression is set to ETC2
(GLES 3.0).
6. Click the Build And Run button.
7. In the Build Android dialog, give your APK le a name and click Save. As the app
builds, you may be prompted to specify the location of the Android SDK root folder
on your machine.
8. Once Unity has nished building your app, you will see the Insert device dialog
appear on your device. Disconnect your device from your computer, connect it to
your Gear VR, and review your scene.
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