Hi @amigoface Regarding the difference between pico sdk and pico openxr sdk we currently recommend using the pico sdk as it has all the latest features while the openxr version is not yet recommended if you want to submit official apps(only for testing). We will create a new video when the official openxr version is released around September and explain the differences. Yes you can already use the plugin with UE5.2 although there are some minor bugs expected to be fixed when next sdk version is released around end of August/early September. I recommend that you try it though and if you have any issues send us a message at pico_devsupport@bytedance.com Finally I believe you can use VS2022 as well but in our case we used VS2019 hence why recommended that. We expect to release unreal videos frequently (biweekly) so stay tuned!
Thank you, this was very useful and your explanations are very clear. I successfully compiled my first android VR app for PICO 4 with UE 5.1.1 However, to get the things work, I had to specify for the Location of Java a separate JRE installation (JRE 8u411, all the rest is the same as in your video) because with the JDK directory it didint' worked. Last thing : when I made my first try once the compilation had been successful, the headset (PICO 4) only displayed one eye. To correct this, check that Instanced Stereo is OFF and Mobile Multi View is ON in the project settings.
Hi. Thanks for the video. I was able to follow it, but have had difficulty over the last 4 days getting the packaging to work. I've tried UE4.27.2 and UE5.3, reinstalling, etc; but always packaging failure. Today I tracked this down to Android's SDK Build Tools. A difficulty of using old Android Studio releases is that they tend to try to install current packages. This week (End of March, 2024) my default Android 4.0 install grabbed SDK Build Tools 34.0.0 and that proved to be the reason for packaging failure. When I deinstalled that version and re-ran my packaging, the UE system managed to get Android Studio to install Build Tools 29.0.2 without me having to do anything else. Then everything worked. I haven't done enough experiments to know whether various other changes that I made were important, but I don't think so. Again, thanks for the video, but you may like to update it to cope with the current behaviour of the Android installer. / Bill
finally ! :) few question tho : - what's the main benefits of using the sdk over the openxr plugin - can the sdk be used for 5.2 ? if not, any ETA for the update please - can vs 2022 be used instead of 2019 for building the ue5 fork we need much more videos on pico and uneral. thanks
Thanks for a great tutorial, it's much appreciated.👍 I encountered the following problem though: I removed the oculus and google vr array elements (@08:46+) but the packaging process failed citing missing oculus and google vr references? So, I started a new project and followed the tutorial but, this time, I did not delete the oculus and google vr arrays and the packaging process was successful and it works as expected in the VR headset!👍 I'm using 4.27.2. Any ideas as to why packaging failed the first time?
@@PICOXR_Developer Hi there, thanks for responding. In short...no, I definitely had the plugins disabled. If I get the time I will repeat the tutorial again whilst screen recording to see if I can get the error again. If so, I will post a link here for clarification. All the best. 👍
I tried to follow this video, but for UE 5.1, but some things don't work: - Converting to c++ gives an error. And I can't even open the project after conversion. - The trick of loading plugins into a folder in the project doesn't work either - after restarting the IDE I get the error message "The following modules are missing or built with different engine versions: PICOXRMD, PICOXRInput, PICOXRMRC, PICOXREDitor", but with plugins from Epic Games Launcher everything works fine.
Hi there! Can you send more information about the errors at pico_devsupport@bytedance.com so we can help? And share more info about what exactly you tried? Eg did you create a folder called “Plugins” within your project? Did you try regenerating the project files?
@madpower2000 when you reopen the project after making it a c++ project you need to open the visual studio solution (.sln) file and compile the project for it to open properly in unreal instead of trying to reopen the .uproject directly!
Hi @madpower2000 were you able to solve this issue? I am trying to do it but I get the same error and if I don't convert to c++ I get the build but it closes immediately after i run it. @PICOXR_Developer
thx for this nice tutorial , i did all the steps and all went good till launching the app in the headset all i get is infinite loading . i used 5.1 and also used ue marketplace plugins now ill test ue4 . thx mate
make sure Online Subsystem PICO plugin is enabled and that Online Subsystem Google or Online Subsystem GoogleStore plugins are all disabled or convert project to C++ project
Please tell me why when I click the Android packaging button (ASTC) the program sends me to the UE documentation site? What did I do wrong? Thanks for your reply!
Great video. Thank you! @PICOXR_DEVELOPER Question: is it possible to keep the OpenXR Plugin installed and choose PicoXR one when packaging? Have a project with dependencies to those plugins but would love to develop for Pico 4 as well.
Hi there! Glad you liked the video! Right now that is not possible as you will get a packaging error but we will forward this to our R&D team as a feature request!
Thank you for your response!@@PICOXR_Developer One more question: When enabling "Package game data inside .apk" my build fails with > java.lang.OutOfMemoryError (no error message). Wondering if that option is mandatory to build for Pico 4 or if there's a workaround the apk size limitation. Thanks!
@@KalebVal If you can send us a message describing your issue to pico_devsupport@bytedance.com we can get someone to help. Please mention your Game engine version and our SDK version, any logs you can provide and settings info.
@angjxr If you are getting 404 error that is because before you can access the repository at github.com/EpicGames/UnrealEngine, you must: be an Unreal Engine subscriber, have a GitHub account, and have associated your GitHub account with your Unreal Engine account as described on the UE on GitHub page. See here docs.unrealengine.com/5.2/en-US/downloading-unreal-engine-source-code/ After doing that the link will work
I followed the vedio but get this error while packaging:An item with the same key has already been added. Key: OnlineSubsystemPico,I don't know how it comes and how to deal with it ,pls help
Hi@@johnjiang8877 can you please check that only PICO XR Plugin is enabled and not PICO OpenXR plugin? Also make sure Online Subsystem PICO plugin is enabled and that Online Subsystem Google or Online Subsystem GoogleStore plugins are all disabled. If you still get same issue contact us at pico_devsupport@bytedance.com
Thanks for the tutorial video. I got to the point where I could package the VR project into an Android package on UE5.3, but when I install it on Pico4, the app immediately quits. I used Unreal Integration SDK v2.5.0 The project runs fine in PICO Unreal Live Preview on UE5. Can you please tell me how to debug my packaged project? Thanks in advance.
It works! However, I’m not able to control the hands. And I can’t vr preview inside Unreal. When I use Open XR I can vr preview by using Virtual Desktop/Steam VR, however I can’t compile the project to Pico Thanks in advance!
@carlosgessler7602 Perhaps this video can help? th-cam.com/video/WxtzBFVtHJc/w-d-xo.html If you want to VR Preview you need to use a separate PICO Plugin called PICO Unreal Live Preview Plugin developer-global.pico-interactive.com/document/unreal/preview-app-scenes/
@@KalebVal any news on this? i stuck with our pico enterprise, cant build APK (unknown errors), viewport VR not supportet... from this point developping on UE 5 is not possible?
@@lasereye159You need to open the B_AssetGuideline_VRTemplate blueprint and delete the OpenXR plugin elements in the details panel, otherwise the build will fail. On 5.3 here and just spent the whole day trying to get it working.
Hi there! You mean you install and run the apk on the headset and it does not run full screen? This is a mobile Vr app not a steamVr app. What headset are you using?
@@PICOXR_Developer Thank you for the quick reply, I’m using the Pico 4 enterprise and have used the basic VR blueprint and was just wanting to test the apk, I’ve done everything in the video but for some reason I end up with a regular app instead of it being VR. So it’s just a flat image. Any help would be appreciated
Hey@@Averagepanda687 Did you start the project using the VR templte of unreal as shown in the video? I would suggest that you contact us using pico-business-techsupport@bytedance.com and share your project so we can see what may be going on. If you have used e.g other plugins such as oculus plugin or openXR it may clash. Also make sure steamVR plugin is disabled.
This video is pretty outdated. Could you please update the video, or even better have a documentation available which UE5 version is requiring which version of Visual Studio, which version of PicoXR, and which version of Android SDK, JDK and NDK. This would help to save many useless hours spend for your development community. Thank you so much!!!!!!!
Hi @amigoface
Regarding the difference between pico sdk and pico openxr sdk we currently recommend using the pico sdk as it has all the latest features while the openxr version is not yet recommended if you want to submit official apps(only for testing). We will create a new video when the official openxr version is released around September and explain the differences.
Yes you can already use the plugin with UE5.2 although there are some minor bugs expected to be fixed when next sdk version is released around end of August/early September. I recommend that you try it though and if you have any issues send us a message at pico_devsupport@bytedance.com
Finally I believe you can use VS2022 as well but in our case we used VS2019 hence why recommended that.
We expect to release unreal videos frequently (biweekly) so stay tuned!
Hey very helpful tutorial and much better than default reading documentation, thanks!
Glad it was helpful!
Thank you, this was very useful and your explanations are very clear. I successfully compiled my first android VR app for PICO 4 with UE 5.1.1
However, to get the things work, I had to specify for the Location of Java a separate JRE installation (JRE 8u411, all the rest is the same as in your video) because with the JDK directory it didint' worked.
Last thing : when I made my first try once the compilation had been successful, the headset (PICO 4) only displayed one eye. To correct this, check that
Instanced Stereo is OFF and
Mobile Multi View is ON in the project settings.
Hi. Thanks for the video. I was able to follow it, but have had difficulty over the last 4 days getting the packaging to work. I've tried UE4.27.2 and UE5.3, reinstalling, etc; but always packaging failure. Today I tracked this down to Android's SDK Build Tools. A difficulty of using old Android Studio releases is that they tend to try to install current packages. This week (End of March, 2024) my default Android 4.0 install grabbed SDK Build Tools 34.0.0 and that proved to be the reason for packaging failure. When I deinstalled that version and re-ran my packaging, the UE system managed to get Android Studio to install Build Tools 29.0.2 without me having to do anything else. Then everything worked. I haven't done enough experiments to know whether various other changes that I made were important, but I don't think so. Again, thanks for the video, but you may like to update it to cope with the current behaviour of the Android installer. / Bill
finally ! :) few question tho :
- what's the main benefits of using the sdk over the openxr plugin
- can the sdk be used for 5.2 ?
if not, any ETA for the update please
- can vs 2022 be used instead of 2019 for building the ue5 fork
we need much more videos on pico and uneral.
thanks
I believe Pico SDK 2.3.0 supports UE5.2
Thanks for a great tutorial, it's much appreciated.👍
I encountered the following problem though:
I removed the oculus and google vr array elements (@08:46+) but the packaging process failed citing missing oculus and google vr references?
So, I started a new project and followed the tutorial but, this time, I did not delete the oculus and google vr arrays and the packaging process was successful and it works as expected in the VR headset!👍
I'm using 4.27.2. Any ideas as to why packaging failed the first time?
Do you still have the oculus plugins enabled perhaps? You need to disable them first
But indeed as you noticed that step may not be always required as pico will bundle itself nicely in the app
@@PICOXR_Developer
Hi there, thanks for responding. In short...no, I definitely had the plugins disabled. If I get the time I will repeat the tutorial again whilst screen recording to see if I can get the error again. If so, I will post a link here for clarification.
All the best.
👍
I tried to follow this video, but for UE 5.1, but some things don't work:
- Converting to c++ gives an error. And I can't even open the project after conversion.
- The trick of loading plugins into a folder in the project doesn't work either - after restarting the IDE I get the error message "The following modules are missing or built with different engine versions: PICOXRMD, PICOXRInput, PICOXRMRC, PICOXREDitor", but with plugins from Epic Games Launcher everything works fine.
Hi there! Can you send more information about the errors at pico_devsupport@bytedance.com so we can help? And share more info about what exactly you tried? Eg did you create a folder called “Plugins” within your project? Did you try regenerating the project files?
@madpower2000 also make sure plugin is enabled after installing it to your project. As it won’t be enabled by default!
@madpower2000 when you reopen the project after making it a c++ project you need to open the visual studio solution (.sln) file and compile the project for it to open properly in unreal instead of trying to reopen the .uproject directly!
Hi @madpower2000 were you able to solve this issue? I am trying to do it but I get the same error and if I don't convert to c++ I get the build but it closes immediately after i run it.
@PICOXR_Developer
thx for this nice tutorial , i did all the steps and all went good till launching the app in the headset all i get is infinite loading . i used 5.1 and also used ue marketplace plugins now ill test ue4 . thx mate
building the project with 5.1 was not even possible form me, ended up with several error messages..... did you got it to work with 4.27?
How to enable editor preview
You need to use PDC and the Live Preview plugin: developer-global.pico-interactive.com/document/unreal/preview-app-scenes/
Can we use this tutorial to build on pico g3 headset because when I built it that came out to be in a window mode instead of in VR mode
make sure Online Subsystem PICO plugin is enabled and that Online Subsystem Google or Online Subsystem GoogleStore plugins are all disabled or convert project to C++ project
Plugins from 5.1 version did not work for me - the game engine do not see them.
Please send us an email to pico_devsupport@bytedance.com so we can help with that.
Please tell me why when I click the Android packaging button (ASTC) the program sends me to the UE documentation site? What did I do wrong? Thanks for your reply!
Great video. Thank you! @PICOXR_DEVELOPER
Question: is it possible to keep the OpenXR Plugin installed and choose PicoXR one when packaging?
Have a project with dependencies to those plugins but would love to develop for Pico 4 as well.
Hi there! Glad you liked the video! Right now that is not possible as you will get a packaging error but we will forward this to our R&D team as a feature request!
Thank you for your response!@@PICOXR_Developer
One more question:
When enabling "Package game data inside .apk" my build fails with > java.lang.OutOfMemoryError (no error message). Wondering if that option is mandatory to build for Pico 4 or if there's a workaround the apk size limitation. Thanks!
@@KalebVal If you can send us a message describing your issue to pico_devsupport@bytedance.com we can get someone to help. Please mention your Game engine version and our SDK version, any logs you can provide and settings info.
@@KalebVal it could be that the apk size is too big so you may need to instead have both apk and obb files. Pico does support obb files as well
The github/pico-xr/unrealengine link you mention does not exist??
@angjxr If you are getting 404 error that is because before you can access the repository at github.com/EpicGames/UnrealEngine, you must:
be an Unreal Engine subscriber,
have a GitHub account, and
have associated your GitHub account with your Unreal Engine account as described on the UE on GitHub page.
See here docs.unrealengine.com/5.2/en-US/downloading-unreal-engine-source-code/
After doing that the link will work
See here as well: developer-global.pico-interactive.com/document/unreal/PICO-fork-of-ue/
Thanks, it works now.
@@angjxr does not help if we get redirectet to chines websites...
I followed the vedio but get this error while packaging:An item with the same key has already been added. Key: OnlineSubsystemPico,I don't know how it comes and how to deal with it ,pls help
because i have same plugins in both engine path and project path
Hi@@johnjiang8877 can you please check that only PICO XR Plugin is enabled and not PICO OpenXR plugin? Also make sure Online Subsystem PICO plugin is enabled and that Online Subsystem Google or Online Subsystem GoogleStore plugins are all disabled. If you still get same issue contact us at pico_devsupport@bytedance.com
What are the steps to start the game in steamvr?
In that case you need to create a PC VR game using eg the steamVR/OpenVR plugin or using OpenXR which is preinstalled in the engine
When will the PICO XR Plugin for 5.3 be updated?
It was updated some days ago.
I keep sending emails urging them to update😂😂😂@
Thanks for the tutorial video.
I got to the point where I could package the VR project into an Android package on UE5.3, but when I install it on Pico4, the app immediately quits.
I used Unreal Integration SDK v2.5.0
The project runs fine in PICO Unreal Live Preview on UE5.
Can you please tell me how to debug my packaged project? Thanks in advance.
you find out? im facing the same problem
It works! However, I’m not able to control the hands.
And I can’t vr preview inside Unreal. When I use Open XR I can vr preview by using Virtual Desktop/Steam VR, however I can’t compile the project to Pico
Thanks in advance!
@carlosgessler7602 Perhaps this video can help? th-cam.com/video/WxtzBFVtHJc/w-d-xo.html
If you want to VR Preview you need to use a separate PICO Plugin called PICO Unreal Live Preview Plugin developer-global.pico-interactive.com/document/unreal/preview-app-scenes/
HI @@PICOXR_Developer. Thank you very much! Yes, it works! :)
Please, keep on making videos like these :)
Я очень сильно старалась, но ничего не получается(((
Hi. Is it possible to use these gides for UE5.3 and pico 4 ?
I'm here asking myself the same thing. Wondering if you find the answer to this?
@@KalebVal any news on this? i stuck with our pico enterprise, cant build APK (unknown errors), viewport VR not supportet... from this point developping on UE 5 is not possible?
@@lasereye159You need to open the B_AssetGuideline_VRTemplate blueprint and delete the OpenXR plugin elements in the details panel, otherwise the build will fail. On 5.3 here and just spent the whole day trying to get it working.
After following all the instructions in the video for 5.1 I find an apk that won’t go full screen, I used all the same settings, any ideas?
Hi there! You mean you install and run the apk on the headset and it does not run full screen? This is a mobile Vr app not a steamVr app. What headset are you using?
@@PICOXR_Developer Thank you for the quick reply, I’m using the Pico 4 enterprise and have used the basic VR blueprint and was just wanting to test the apk, I’ve done everything in the video but for some reason I end up with a regular app instead of it being VR. So it’s just a flat image.
Any help would be appreciated
Hey@@Averagepanda687 Did you start the project using the VR templte of unreal as shown in the video? I would suggest that you contact us using pico-business-techsupport@bytedance.com and share your project so we can see what may be going on. If you have used e.g other plugins such as oculus plugin or openXR it may clash. Also make sure steamVR plugin is disabled.
Also make sure that in project settings "Start in VR" is checked
This video is pretty outdated. Could you please update the video, or even better have a documentation available which UE5 version is requiring which version of Visual Studio, which version of PicoXR, and which version of Android SDK, JDK and NDK.
This would help to save many useless hours spend for your development community.
Thank you so much!!!!!!!