Table of Contents

[hemmerling] My first 3D VRML Android App, made with Unity

Related page:

1 Get the Hardware

  1. Host development system, e.g. a computer running Win7, Win8.1.
  2. Android smartphone, with Gyroscope feature → See Google Android 1/3.

2 Software Installation

2.1 Software Installation on the Host Development System

  1. Android ADK, shipped with Android Studio → Google Android 3/3 - App Development.
  2. Unity → Game Engines.
    1. Unity IDE.
    2. Standard Assets ( a separate download for Unity5 and newer ).
    • FAQ “Does Dive SDK support Unity 5? Yes, but when importing Dive SDK for the first time in a new project, you have to tell Unity which native library it has to use for what platform/architecture. For more information see” → Unity Manual "Plugin Inspector".
    • Warning when installing “Dive Plugin 2.1.5” as Asset with Unity5: “This project contains scripts and/or assemblies that use obselete APIs. If you choose 'Go Ahead', Unity will automatically upgrade any scripts/assemblies in the Assets folder found using the old APIs You should make a backup before proceeding. (You can always run the API Updater manually via the 'Assets/Run API Updater' menu command.)”.

2.1 Check if your Smartphone is equipped with a Gyroscope

3 Configuration of Smartphone and Host Development System

3.1 Install Assets

3.2 Enable USB Debugging on Android Smartphone

3.3 Install Google USB Driver by Android SDK Manager

3.4 Check that the Device is listed by the Android Debug Bridge ( adb )

4 Create a 3D VRML Scene with Unity

4.1 Recommended Tutorials

4.2 Tips, Corrections and Comments how to proceed based on the recommended Tutorials

5 Publish the Unity Project on Android Phone

5.1 Enter Product Name, Company Name, Bundle Identifier

5.2 Tell Unity where to find JDK and ADK

5.3 Disable the Interception of Google when transfering an APK file

5.4 Compile an App, store it on the Development System & transfer it to the Smartphone

6 Project Installation on another Host Development Computer

6.1 On the Source Development System

6.2 On the Target Development System

  1. Install and import all needed “Standard Assets”.
  2. Import all extra Assets, i.e. the “Dive SDK”.
  3. Create an empty project.
  4. Transfer the saved files from the source development system.
    1. “*.sln” and “*.userprefs” ( MonoStudio solution files - The place where the Player Settings are stored, e.g. “Company Name”, “Product Name”, “Other Settings / Identification: Bundle identifier” )
    2. “Assets/*.unity” and “Assets/*unity.meta” ( Unity Project files )
  5. Load the empty project with Unity.
  6. Open a Unity Scene, i.e. one of the “Assets/*.unity” files.

7 Result


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