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Plugins for Occulus GO?

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Aug 11, 2018 PaKettle link
Is there any way to install plugins on the occulus Go?
Aug 14, 2018 Ore link
lulz
Aug 14, 2018 PaKettle link
Yeah
I will translate that as a no...
Aug 18, 2018 SlashGorden link
I've seen a guide somewhere for installing plugins on Android. It ought to be the same on the Go.
Aug 18, 2018 raybondo link
Yes, you will need to plug the Go into a PC/mac/linux and transfer the files over USB. If the device doesn't show up as a USB drive, you will need to use adb to push the files to the proper location.
Aug 19, 2018 SlashGorden link
OK, I've just done this today and it's relatively easy :-

1. On your PC/Mac create a folder e.g. ~/VendettaPlugins
2. Goto http://www.voupr.com/ and download what you want and unzip them to this folder e.g. VendettaPlugins/MultiAim
3. Enable Developer Mode on your GO: In the phone app click on the headset --> More Settings --> Developer Mode
4. When the website opens, login with Facebook and create a Developer organisation
5. Return to the app and it should be enabled.
6. Install Android Platform Tools i.e. adb if you don't already have it.
7. from a terminal window type 'adb devices' and you should see your headset unauthorised.
8. type 'adb shell', put the headset on and accept the PC.
9. exit from the shell
10. copy the plugins: 'adb push VendettaPlugins /sdcard/Android/data/com.guildsoftware.vendettagearvr/files/plugins' from ~/

You won't need to do steps 3 - 9 again, just the last push.
Aug 19, 2018 Luxen link
Youch, thats pretty intensive for the casual player or vr enthusiast. Maybe someone could build a tool to streamline it >.>
Aug 19, 2018 PaKettle link
Wasnt sure if lua was even available.
I will give it a go in a few days when time permits but.....

Devs:
A way to move plugs to the right places with out all the run around would be a good idea.
Perhaps adding a /plugswap command or a button to the login screen that would transfer the scripts and and data files in and out of the protected area might be handy.

Alternatively providing a basic editor that can read and write the files to both sides of the fence would also work and allow players to work on their config in game...

(Being able to access error logs would also be helpful)
Aug 20, 2018 chettawan link
What's are the must have plug-ins
Aug 20, 2018 SlashGorden link
It does require some familiarity with Android dev tools. The way to make this user friendly would be to have an official plugin repository maintained by the VO devs and then have a browser / menu within VO to automatically install them from the repo. It's probably not a huge amount of work but quality testing plugins before they get added to the official repo might be :)

You'd still need dev access like this though for developing new scripts but at least this would cater for players rather than devs.
Aug 20, 2018 yodaofborg link
Having plugins at all is a privilege not a right, why should the devs take the time to officially support unofficial plugins? It is not guild software's fault the O-GO does not show up as a USB drive, that is Occulus's design decision. A command to move the plugins from where to where? Protected memory? ADB does not access protected memory, and you would still need ADB to "push" the files to the Occulus Go in the first place... ADB isn't some magic tool that only hackers and devs should use, it is THE ONLY WAY to copy files over USB to Android devices that do not show up as mass storage devices. Blame Occulus for not wanting users to copy files to/from their headsets.

You should be thankful they work at all. So you have to jump through a few hoops for a niche device? I mean do not get me wrong, a built-in plugin installer/manager would be nice but if that is your main concern about "things missing from VO"? Yeah, I do not think most would care.

Oh, a low priority thing that only affects a few for a niche platform? What am I talking about, everything else has probably already been put on the back burner for you! Sorry forgot we were talking about GS, I will shut up and go back to FSX.
Aug 20, 2018 SlashGorden link
EnterLeave - tells you who has just entered or left the sector. This is very useful and is better than keep checking Sensor Log every time you hear a proximity beep. Pretty essential when racing through grey space to know whether somebody is following you.

MultiAim give you two aiming reticules, one for your weapon on the primary trigger and one for the weapon on the secondary trigger. It's early days yet for me with this one so I'm undecided whether to keep it or not.

TargetBinds announces to your guild or group what you've just targeted. This is useful in cooperative situations like queen kills.

Some of the trading scripts looks useful to work out the most profitable trades but I haven't really got into that in a big way yet - just been doing the trading guild jobs or shooting bots and collecting loot.
Aug 20, 2018 SlashGorden link
@yodaofborg I don't disagree with you, Luxen just asked if it could be more user-friendly. The nature of Android, USB cables and adb means that it can't really without the devs doing something inside VO to avoid the need to manually copy script files over.

I'm perfectly happy using adb but then I'm very familiar with it.
Aug 20, 2018 yodaofborg link
@SlashGorden

Ah, it was PaK that I was replying to, but I think my answer does kind of cover Luxens comment too. It really isn't a VO problem, more of a way the device works. It wasn't "made" to be hard by GS nor anyone, it just is - and please, take my stinky attitude with a pinch of salt (yummy) as I am one of these bitter vets you hear about.

Meh, a plugin manager/repo would be a nice thing to have, but like you said moderating such a beast would take a lot of effort and time, the latter - as I am sure we are all aware - is something the devs are always lacking (lets not touch on 3rd party data that some plugins collect) . But the "difficulty" in installing plugins lays with Occulus, just like how the issues installing plugins on IOS devices is Apples problem. Mayhaps a clever community member could write an app to manage plugins on OG (which I think is more what Luxen was referring to)? Heck, going from your commands above a simple pygui script could accomplish this.

Anyway, cya in another 6 months! Probably with another gripe ;)

---

Btw, a file manager directly on the device would work too? no? I do not have a GO, and have no intention of getting one but if you can push files, an .apk should be possible too. Also Enter/leave and Multiaim are both built into the client now, so I guess you just need to turn them on? (unless they are not available on VR, which would be an oversight, as it is where they are most needed)
Aug 20, 2018 PaKettle link
until other methods become availble adb is the only way to load a plug in.
Expecting normal players to register as an occulus dev just to load a few files is silly. You are right in that it is not Guild softwares fault however GS does need to provide all its users with a similar hassle free experience. If at some time GS decides to eliminate plug ins for all players then I can accept that. Until then All the platforms need to have the same access which includes plug in usage.

@Yoda We get that plugins are evil but if everyone else has them then I want to make sure I have the biggest one of all 😄
Aug 20, 2018 yodaofborg link
Yeah no. Plugins are not inherently evil, just the ones that most traders use :P

But seriously though, the entire plugin system is great, and the fact it exists at all is great. Supporting modding in the PC community is something a lot of devs do, but extending that support to every device VO runs on? Yeah, most devs would not bother with modding support on none-pc ports, so the fact it works at all is great too.

As for a simple way to install them? I'm sure the community could step up to that challenge. The devs are not expecting you to install plugins, so signing up for an occulus dev account is something you do off your own back. I'm even sure there will be easier ways than the above to actually install plugins (like some kind of file manager that can access application storage) - but just because there are plugins, does not mean everyone should have them on every platform or remove them! Gosh, you sound like Ore!
Aug 20, 2018 PaKettle link
Well linux mint almost refuses to allow a connection....Normally I could just manually fix the permissions and rule sets but sudo wont allow it and mint doesnt have a normal root account to log in on. Good times at my house lol.
Aug 20, 2018 Luxen link
Mayhaps a clever community member could write an app to manage plugins on OG (which I think is more what Luxen was referring to)?

that is indeed what I meant.

Anyways, I agree with Yoda's position that if its hard to have plugins, you shouldn't pester the devs about it. They port the game over to the system, but plugins are merely allowed, not expected, nor have the devs ever really pushed for them to really be a core part of the game. If your salty your platform doesn't support plugins, chill for a moment and use that platform for more casual play. There is plenty to do in VO, and getting your panties in a twist due to some misconceived notion that you've a right taken away isn't the way you should approach any game, let alone just this one.
Aug 20, 2018 PaKettle link
Actually a plug in manager may not be needed.

The Occulus GO does in fact recognize symbolic links. I tested it already....

All that GS needs to do is turn the Plugins and settings folders into symlinks pointing to folders located inside the download folder which is accessible without turning on debugging. If the APK format does not support creating the folders then they can be created by the playerbase.

I am thinking a file structure like this will do nicely
/ download / Vendetta / plugins
/ settings

This would allow other critical files such as the config.ini to be linked there as well.

Assuming no problems JB should be able to get it done in less then an hour :}
Aug 21, 2018 yodaofborg link
Symlinks are a good idea actually, but the problem is you cannot link to a directory that does not exist. So the folders would have to be created by the VO installer APK, and then linked to (no way for the user to define them). I am unaware of any real problems in doing this, but it could get messy if implemented badly or if the internal structure of stuff changes during device updates (for example, the location of /android/data changes, which historically it has).

I did spend a bit of time making a little command line app to install plugins to my Samsung phone, which does seem to work OK - it downloads OK, extracts OK and copies the files OK, so it guess it kind of works. A problem I encountered so far is people zipping things up differently can cause a plugin to install to the wrong location. For example TCS from github makes a folder called tcs-master with another folder called tcs-master inside it (/plugins/tcs-master/tcs-master) which is wrong and does not work, whereas targetless, when dumbly extracted puts all the files in the current directory ((called /plugins/targetless)) which works. Another problem with this approach is it would require USB debugging to be available on the OG, so does still mean you will have to create an occulus developer account for it to work. Anyway, if I do get the unzip problem fixed I may post something for testing, it is a shell script at the moment and only works on systems with a bash or dash shell, but if it does work on an OG, I may take the time to make it more user friendly. (disclamer: I know a bit about programming, but I am NOT a programmer, so expect messyness)