When building an application using the Immerse SDK, the Build process is much the same as with any other Unity application.
The Immerse SDK however offers a few tools that can help facilitate building and packing an application ready to be uploaded to the Immerse Platform
No specific considerations are required for this platform.
The Immerse Platform does not currently support loading WebAssembly builds. Ensure that your linker target is set to asm.js in WebGL Player Settings .
In Unity 2019, asm.js options have been removed from the interface; these are exposed in the Immerse SDK Build Tools, until WebAssembly can be supported.
When using asm.js, the amount of memory to be allocated must be set in the Unity editor before building. We recommend allowing for at least 256MB.
Ensure that a PIN input prefab is linked in the Network Settings of the Immerse SDK Project Settings. This is used to authenticate.
An example implementation is included with the Immerse SDK. This can easily be modified or completely replaced with your own implementation by utilising the IPinInput interface.
The example PIN panel is made using Unity's standard UI library. In order to interact with it, your VR library will need to support this interaction.
If your VR interaction library does not support UI input, two scripts are included in the package - 'VrCanvasInput.cs' and 'VrCanvasInputContorller.cs' - which can be used as a simple method of interacting with the PIN pad. These scripts are already attached to the local avatar and PIN pad prefabs.
Updated 2 months ago