

This could be done either by using a local maven repository (quite cumbersome), or via Gradle's dependency substitutions (not at all cumbersome!).Ĭurrently, the substitution flow is streamlined for some of the core dependencies via configuration flags in local.properties. You might be interested in building this project against local versions of some of the dependencies. Local Development Dependency substitutions Make certain to set the build flavor to wavevrDebug in Android Studio before building the project. Then, from the top-level project directory, run:Ĭp /path/to/the/sdk/2.0.32/SDK/libs/wvr_client.aar third_party/wavesdkĬp. If you want to build FirefoxReality for WaveVR SDK:ĭownload the VIVE Wave SDK from the VIVE Developer Resources, and unzip it. To select the device to build for, go to Tool Windows > Build Variants and select a build variant corresponding to your device.
Firefox vr desktop app install#
Depending on what you already have installed in Android Studio, the build may fail and then may prompt you to install dependencies. Open the project with Android Studio then build and run it. You're probably using JDK 9 or 10, which won't work. If you see an error that Gradle doesn't understand your Java version, check which version of you're using by running java -showversion or java -version. The command line version of gradlew requires JDK 8 from Oracle. noapi: Runs on standard Android phones without a headsetīuilding for Oculus Mobile, and WaveVR requires access to their respective SDKs which are not included in this repo.
