Build Instructions

In this section we describe the build process for the Medical Sample App sample of MAGES™ SDK.

Warning

The process is significantly different for each platform so make sure you follow the exact steps if you want to avoid surprises.

Windows

To build the application for Windows you need to follow the next steps:

  1. Open the Build Settings through File/Build Settings in the Unity Editor or by pressing Ctrl+Shift+B

    1.1. Make sure that the Medical Sample App scene is present and checked in the list.

    1.2. Make sure the selected Platform is set to Windows

    1.3. Ensure the Architecture is set to x86_64

    Paste Storyboard XML files

    Note

    If you are building a release version, make sure to clear the Development Build checkbox.

  2. Click the Build button and select the output path of your executable.

    Note

    The default ProductName is “platform” for the SDK. If you want to alter it, set it manually through the MAGESSettingsMedical.asset located in Assets/Samples/ORamaVR MAGES/4.0.0/Medical simulation (TKA)/Scenes. This step is mandatory for the StoryBoard to load correctly when running a built version.

    Warning

    In case you alter the Product Code value, you must change the folder name, where the xml resides in the Documents folder (e.g. {User}/Documents/ORamaVR/Story/platform{User}/Documents/ORamaVR/Story/{new_product_code}).

Note

The same build technique holds for any project you would like to build with MAGES™ SDK.

macOS

Warning

MAGES SDK does not currently support VR for the macOS platform.

Thus, applications utilizing MAGES SDK that are built on macOS platform can only run in Desktop 3D mode.

Note

You can create and build applications targeted for Android devices (e.g. Vive Focus Plus, Focus 3, Meta Quest 1 & 2) on macOS using MAGES™ SDK normally.

The Desktop 3D camera can be spawned through the MAGES menu, by navigating at MAGES → Third Party SDK Manager → Initialized Prefabs → Desktop3D.

Desktop 3D Camera

To build the application for macOS you need to follow the next steps:

  1. Open the Build Settings through File/Build Settings in the Unity Editor.

    3.1. Make sure the selected Platform is set to Mac OS X

    Paste Storyboard XML files for macOS

Note

If you are building a release version, make sure to clear the Development Build checkbox.

Warning

Currently, MAGES™ SDK supports building for macOS systems with Intel processors. Make sure you set the architecture to Intel 64-bit, in build settings.

  1. Click the Build button and select the output path of your executable.

Android

The following guide covers build instructions for Oculus Quest and HTC VIVE Focus.

In order to deploy an application utilizing the MAGES SDK to an android mobile VR headset, it is mandatory to switch your target platform to Android. This is done through File/Build Settings or Ctrl+Shift+B.

Click on the Android platform and finally click the Switch Platform button on the lower-right side of the current window.

Note

Switching between platforms induces significant compilation times. It is best that you develop on the platform you are targeting from the start.

Oculus Quest

To deploy your application to Oculus Quest, follow the steps below:

  1. Install XR Plugin. Navigate to the Project Settings and click Install XR Plugin Manager

    ../../../_images/xr_plugin.PNG

  2. Configure your XR device. From the Android tab select the Oculus option.

    ../../../_images/build_mages_oculus1.png

3. Add the Universal XR camera to the scene. From the MAGES menu navigate to Cameras/Universal XR. This will instantiate the Universal_XR_Rig camera that supports among others the Oculus Quest headset.

../../../_images/vr_support.png

  1. Android builds necessitate an AndroidManifest.xml in order to run correctly in the target platform.

    To generate one, navigate to MAGES/Third Party SDK Manager/Android Manifest Generator/Oculus Quest Build.

    Third Party SDK Manager - XR Plugin Management

  2. You are ready to build the application. Navigate to File/Build Settings and press the Build button.

VIVE Focus Plus

In order to access the Wave SDK packages needed to build your application for VIVE Focus Plus, do the following:

Open the manifest.json file located under Packages folder and add the following entry:

{
    "scopedRegistries": [
        {
            "name": "VIVE",
            "url": "https://npm-registry.vive.com",
            "scopes": [
                "com.htc.upm"
            ]
        }
    ]
}

Warning

Please make sure that your project quality settings are set to Low preset for VIVE Focus Plus.

To deploy your application to VIVE Focus Plus, follow the steps below:

  1. Install Wave SDK packages.

    Click on the MAGES menu and then Third Party SDK Manager/Install/Wave SDK Support.

    MAGES SDK - Install Wave SDK

    The following window will appear. Click Download Wave SDK to proceed.

    MAGES SDK - Wave SDK Warning

    Note

    MAGES™ SDK supports Wave SDK using Unity’s XR Plugin Management.

    If you do not have the XR Plugin Management package, please install it by clicking the Install XR Plugin Management button.

    Once this plugin is installed, you may click Download Wave SDK to proceed.

  2. Navigate to Project Settings/XR Plugin Management and tick the Wave XR checkbox on the Android tab.

    XR Plug-in Management

  3. Make sure a player camera gameobject is present in the scene.

    Note

    To create one navigate to MAGES/Cameras/Universal XR.

  4. Android builds necessitate an AndroidManifest.xml in order to run correctly in the target platform.

    To generate one, navigate to MAGES/Third Party SDK Manager/Android Manifest Generator/Vive Focus Plus Build.

    Android Manifest - Vive Focus Plus

  5. You are ready to build the application. Navigate to File/Build Settings and press the Build button.