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This section describes mobile native source code development.
The native Mobile SDK provides the VrApi library and a set of sample applications that demonstrate its use.
VrApi provides the minimum required API for rendering scenes in VR. Applications may query VrApi for orientation data, and submit textures to apply distortion, sensor fusion, and compositing. The VrApi Input API allows developers to query the state of connected devices, such as the Oculus Go controllers. Developers working with a third-party engine other than Unity or Unreal will use VrApi to integrate the mobile SDK. For detailed information, see Native Engine Integration.
Note: VrAppFramework and the VrAppSupport libraries are all provided as-is. These libraries are provided to demonstrate sample usage and are not intended to be used in shipping applications. Future SDK releases may change, break compatibility, or remove these libraries completely.
The VrApi is shipped as a set of public include files, and a pre-built shared library. Providing the VrApi in a separate shared library allows the VrApi implementation to be updated after an application has been released, making it easy to apply hot fixes, implement new optimizations, and add support for new devices without requiring applications to be recompiled with a new SDK.
See the VrSamples/VrCubeWorld projects for examples of how to integrate VrApi into third-party engines. Please see Native Samples for more details.
|Component||Description||Source code folder|
|VrApi||The Virtual Reality API provides a minimal set of entry points for enabling VR rendering in native applications and third-party engines.||VrApi|
|VrApi Includes||Header files for the VrApi library.||VrApi/Includes|
|Native Samples||Sample projects illustrating use of VrApi.||VrSamples|