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Before we get started, here is a list of variables you will need to deploy Hello-World to your Quest.
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Before we get started, here is a list of variables you will need to deploy Hello-World to your Quest.
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|Variables |
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|Variables |
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|--- |
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|--- |
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|WVSUSR_Quest_APPID |
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|WVSUSR_QUEST_APPID |
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|WVSUSR_QUEST_APPSECRET |
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|WVSUSR_QUEST_APPSECRET |
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|WVSUSR_ANDROID_KEY_ALIAS_NAME |
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|WVSUSR_ANDROID_KEY_ALIAS_NAME |
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|WVSUSR_ANDROID_KEY_ALIAS_PASS |
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|WVSUSR_ANDROID_KEY_ALIAS_PASS |
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... | @@ -18,7 +18,7 @@ Select **My Apps** to get started. |
... | @@ -18,7 +18,7 @@ Select **My Apps** to get started. |
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![newapp](https://wvs.io/wvs-project-examples/hello-world-unity-vr-quest/-/raw/main/rdmeimg/create_new_app_oculus.png)
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![newapp](https://wvs.io/wvs-project-examples/hello-world-unity-vr-quest/-/raw/main/rdmeimg/create_new_app_oculus.png)
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3. Click on the app you just created from the list of apps.
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3. Click on the app you just created from the list of apps in the [Oculus Developer Center](https://developer.oculus.com/) .
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4. On the left-hand side, select **API**.
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4. On the left-hand side, select **API**.
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- In the center of the page, locate **APP ID** and save this number for later.
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- In the center of the page, locate **APP ID** and save this number for later.
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... | @@ -26,12 +26,12 @@ Select **My Apps** to get started. |
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5. Now, we are going to move into the project on Unity. To clone your project to your local
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5. Now, we are going to move into the project on Unity. To clone your project to your local
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directory, you can use the Desktop Client, the CLI, or the web app. Detailed steps can be found on our [Docs Site](https://docs.wvs.io/wiki/Projects/Clone/Clone-Project-in-Web-App.html).
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directory, you can use the Desktop Client, the CLI, or the web app. Detailed steps can be found on our [Docs Site](https://docs.wvs.io/wiki/Projects/Clone/Clone-Project-in-Web-App.html).
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But you can clone using the Desktop Client.
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But to help you get started, you can clone using the Desktop Client.
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- Select **Remote Projects** from the tab on the left-hand side. The project you just forked should
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- In your WVS Desktop Client, select **Remote Projects** from the tab on the left-hand side. The project you just forked should
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appear on the list. Click Clone. Your Project should now be in the **My Projects** tab on the left.
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appear on the list. Click Clone. Your Project should now be in the **My Projects** tab on the left.
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6. Once you have your project locally, you can make some changes to the project.
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6. Once you have your project locally, you can make some changes to the project.
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- In the Desktop Client, you will start a changelist by selecting the **New Changelist** tab on
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- In the WVS Desktop Client, you will start a changelist by selecting the **New Changelist** tab on
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the left. We want to start a changelist because we will be making some changes to the project
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the left. We want to start a changelist because we will be making some changes to the project
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settings.
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settings.
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- You will need to enter a name for your new changelist in the text field that has the text
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- You will need to enter a name for your new changelist in the text field that has the text
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... | @@ -39,9 +39,9 @@ But you can clone using the Desktop Client. |
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- You can ignore the optional file tree for locking files since we're just editing the project
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- You can ignore the optional file tree for locking files since we're just editing the project
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settings.
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settings.
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- Any files that got changed will automatically show up in the appropriate section under
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- Any files that got changed will automatically show up in the appropriate section under
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Modified Files in the desktop client. We won't commit any changes just yet.
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Modified Files in the desktop client. **We won't commit any changes just yet.**
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7. Since your project is local, we can make some changes to the project settings. Open the project up in Unity. Here is a list of the variables you'll need to store in this step.
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7. Since your project is local, we can make some changes to the project settings. Open the project in Unity. Here is a list of the variables you'll need to store in this step.
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|Variables |
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|Variables |
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|--- |
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|--- |
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... | @@ -62,30 +62,36 @@ But you can clone using the Desktop Client. |
... | @@ -62,30 +62,36 @@ But you can clone using the Desktop Client. |
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`openssl base64 -A -in <yourKeystore>.keystore`
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`openssl base64 -A -in <yourKeystore>.keystore`
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- Copy the output (a long string) and save it for the following variable.
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- Copy the output (a long string) and save it for the following variable.
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**WVSUSR_ANDROID_KEYSTORE_BASE64**
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**WVSUSR_ANDROID_KEYSTORE_BASE64**
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- Now you are ready to push your changes to the remote repository, you will need to fill in
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the Changelist Notes section with a brief description of your changes.
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- Finally, press the COMMIT CHANGELIST button and follow the instructions to push.
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9. With all the variables that were collected in the previous steps, you'll enter them into your project variables in the WVS web.
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9. Grab your login information for your Unity Account and save the information with the others.
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- In the WVS web app, go to your project, scroll to the bottom, and in the left-hand nav, select
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|Variables | Description |
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|WVSUSR_UNITY_PASS | Your Unity Password |
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|WVSUSR_UNITY_USER | Your Unity Username |
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10. With all the variables that were collected in the previous steps, you'll enter them into your project variables in the WVS web.
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- In the WVS web app, go to **My Project >> View All Projects** and select your project. Scroll to the bottom, and in the left-hand nav, select
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**Project Settings>> CI/CD**. Locate **Variables** and expand the section.
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**Project Settings>> CI/CD**. Locate **Variables** and expand the section.
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![var](https://wvs.io/wvs-project-examples/hello-world-unity-vr-quest/-/raw/main/rdmeimg/wvs1.png)
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![var](https://wvs.io/wvs-project-examples/hello-world-unity-vr-quest/-/raw/main/rdmeimg/wvs1.png)
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- Click the **Add Variable** button and add all your variables from the list, one at a time.
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- Click the **Add Variable** button and add all your variables from the list, one at a time.
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9. Once this is set up, you can enable the flows in the desktop client by doing the following.
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11. Once this is set up, you can enable the flows in the desktop client by doing the following.
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- The WVS Desktop client uses a simple interface to manage a single active changelist at a time. A
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- The WVS Desktop client uses a simple interface to manage a single active changelist at a time. A
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changelist is a list of changes that you will apply to your repository.
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changelist is a list of changes that you will apply to your repository.
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- First, you need to select the **New Changelist** tab on the left
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- First, you need to select the **New Changelist** tab on the left
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- You will need to enter a name for your new changelist in the text field that has the text **Enter
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- You will need to enter a name for your new changelist in the text field that has the text **Enter
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New Changelist Name**
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New Changelist Name**
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- You can ignore the optional file tree for locking files since we're updating the flows.
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- You can ignore the optional file tree for locking files since we're updating the flows.
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- At this point, you may change the flows in your repository, and they will automatically show up in
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- At this point, you may change the flows in your repository, and they will automatically
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the appropriate section under **Modified Files.**
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show up in the appropriate section under **Modified Files.**
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- The JSON files to change are in `.wvs/flows`
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- The JSON files to change are in `.wvs/flows`
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- Open the first file, and you will change the second line `"Enabled": false` to `true`.
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- Open the first file, and you will change the second line `"Enabled": false` to `true`.
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- Now you are ready to push your changes to the remote repository, you will need to fill in
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10. Once the build completes, you can go to your [Oculus Developer Account](https://developer.oculus.com) and check that your build was deployed successfully.
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the Changelist Notes section with a brief description of your changes.
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- Finally, press the COMMIT CHANGELIST button and follow the instructions to push.
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12. Once the build completes, you can go to your [Oculus Developer Account](https://developer.oculus.com) and check that your build was deployed successfully.
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- Go to your app and select Overview from the left-hand nav. You will see your build
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- Go to your app and select Overview from the left-hand nav. You will see your build
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information there once it is deployed successfully.
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information there once it is deployed successfully.
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- Your App should show up under APP LAB, and if it doesn't show automatically, you will
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- Your App should show up under APP LAB, and if it doesn't show automatically, you will
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