yashsingh1/xdaforums huggingface dataset:
[Samsung Gear VR] 4aces:
Then I'll need to switch cards by opening the back.. No biggie. (I'd like to see people do that on the s6 lol).
[Samsung Gear VR] friedrich420:
You can move all the contents of the sd card that comes with the vr to another bigger sd card and it will be fine..
[Samsung Gear VR] 4aces:
I was asking cause I probably will need an extra adult one. Movies and stuff and one for the rest of the family. It would have been easier to switch on the vr but that's not really a problem
[Samsung Gear VR] friedrich420:
Gotcha ;) my dogs wouldn't be offended i dont think so thankfully i dont have that problem lol
[Samsung Gear VR] twistedumbrella:
.nomedia files keep stuff out of the gallery, but I think the Oculus ones ignore that
[Samsung Gear VR] 4aces:
I don't know if anyone else faced this with OC when using the gear Vr. I did only one step and had a "the occulus has to cool down" message. When I used the regular max clock I didn't get that message. Setting thermald did also help but I don't know if that could influence the performance on the long run.

Edit. Seems like it wasn't OC. Thanks master :)
[Samsung Gear VR] friedrich420:
Im slightly ocd all the time.. i never got a message
[Samsung Gear VR] 4aces:
Damn than maybe I was just unlucky. I assume you OCd to 26.88? I tried Interactive gov and umbrella core so far with no issues. I will also OC again later... Probably it had nothing to do with OC then. Do you have thermald options activated?
[Samsung Gear VR] twistedumbrella:
I am set to 2.65 with intellithermal and the recommended for it (70, 65) and intelliplug set to balanced (4). Played for 3 hours straight last night but I also think the zerolemon battery disperses the heat evenly compared to that bar only in one spot.
[Samsung Gear VR] 4aces:
Now I actually understand why you would use zero lemon. The missing charging plug is actually the only problem I can think of. Getting home and having to charge before rock n' roll can be a bit.. well.. unconvenient. Maybe I get one too in the future.
[Samsung Gear VR] twistedumbrella:
I have the official flip case (which is a battery cover) to go with the stock battery, so I took the original battery cover and cut the middle out to snap on while using the zerolemon. I had to sand down the inside of the zerolemon camera area to keep it on going back into that case, but it didn't take much. I also carefully removed the foam that came on the "standard battery insert" of the zerolemon and put that on the inside center of the visor for the Gear VR. Now the phone snaps into the Gear VR with the zerolemon and the visor keeps it in place.

For anyone developing dual_vr games, the biggest thing I have been trying to accomplish is being able to switch to VR mode simply by inserting the phone into the Gear VR.

After a lot of reading the documentation (which tends to tell you all about something but not how to set it), a lot of testing based on the comments in the Unity code (which is where the actual documentation appears to be), and finally searching Google because none of it worked, I stumbled across a post that appears to have a solution.

http://stackoverflow.com/a/27100054/461982
[Samsung Gear VR] twistedumbrella:
Getting the Gear S to connect to a Unity app is frustrating. I'm not sure why only one person did it, though. Seems like a cheap way to add a basic motion sensor to the Gear VR.
[Samsung Gear VR] 4aces:
Hey what do you mean with instead of asking you to leave? (hope that was sarcastic) you're always the most welcome
[Samsung Gear VR] twistedumbrella:
I was only teasing. I figured it was an issue from another section entirely.
[Samsung Gear VR] twistedumbrella:
Anyone feel like playing guinea pig for the new version of the game I'm building?

The vr_dual support is meant to look like Oculus Home where clicking on it outside the headset opens the standard phone app, but launching it inside the headset is a full VR GUI. That doesn't exist for individual developers. There is no form of hardware detection that is open to third parties that can automagically switch modes. They all either return true that the hardware is supported or require special permissions exclusive to Samsung / system apps. Even worse, switching mid-game through a gui tends to sacrifice the headtracking.

What I have done is added support for a text file in the /sdcard/Android/(package)/files folder named vrmode.txt that allows setting "none" for the standard game, "gear" for Gear VR mode, and "dive" for Cardboard and Durovis Dive mode.

So far it has allowed the game to boot into the desired mode and not caused any lost functionality. I am trying to work out a better method, but for now this has had the best results with the least prep or the need to exit a certain way and avoid certain buttons at certain times to prevent unintentionally switching modes.

I am working on supporting the Gear S as a motion controller, as well. It is not working yet, but will eventually allow controlling the character through wrist motions, such as rotating right / left to turn and tilting down or up to move forward and back. Bluetooth controllers are supported and working.

There is online multiplayer, but it is having issues loading a level. The non-host players seem to be spawning everywhere but where they are set to spawn. This is something being worked on, but shouldn't be long before it's fixed. Once this is fixed, there will be a way to select multiplayer games in the VR modes. Joining a game has been disabled to prevent spawning off the map and having to force quit the game to exit.

Anyway, I am looking to eventually release this game on the Oculus store, but I want to make sure it is at least as good, if not better, than the games currently out there. There are only 3 full levels completed, but two more are in the works and then the whole multiplayer. It isn't a huge game, but once all of the extra features (ie. player on player violence) are added, there would be a lot to do.
[Samsung Gear VR] 4aces:
I'd do. I almost missed the thread cause I'm not much on here... Luckily I came over to invite you over there.. (I would test also if you don't but it'd be cool if you did)
[Samsung Gear VR] twistedumbrella:
I joined a few days ago. I haven't really been on much because I was working on a few projects. I'm trying to get Vuforia to let me in the wearables beta so I can make ProjectAR for Gear. It let's you stream movies onto a chosen target. It's a way to have a projector tv without all the hardware.
[Samsung Gear VR] 4aces:
You did? Nice. Make a thread there ;)

If you need testing just hit me up there. I closed notifications from this side of the moon so it'll be hard to get back in time...

Edit I don't see you there. I wanted to hit u up with the title :)
[Samsung Gear VR] jutley:
I am in.
[Samsung Gear VR] twistedumbrella:
Right now I am undecided which route to go with the GUI. I don't want it to cause eye strain, but I also don't want to make it overwhelming.

The current version is above the player and requires looking up just slightly

The other method I was looking at is to put it around the character, but I don't know that it will be any better with the differences in depth between the character and the GUI.

Use the instructions from the first post with https://mega.co.nz/#!sthU0IyY!9C7z3ueVRlDaGZOxRw0VsBGnRo0xSmDiwtrkUZ-qrSY

Add a text file named "vrmode.txt" with just the word "gear" in it (no quotes) to /sdcard/Android/com.loungecat.whitehat.unity/files

Make sure to have a controller connected.

Launch the game and insert the phone into the Gear VR.

Developer mode may not be necessary, but if you have any issues with Home taking over, enabling that will allow the game to launch correctly.

I posted a guide for how to get it running above and the link should be available in 10 minutes or so. It is uploading the current build now.

I'm just watching for now. Waiting until all the "omg I wanna have your babies" stuff dies down.
[Samsung Gear VR] 4aces:
Loooool. Don't know if I could sign that. It's a pretty good atmosphere I think... but maybe that's due to arriving at my 30s soon lol. I forgot to say... I have no controller... Damn. But that was the next thing I had my eyes on anyway so it'll won't be long until I got it.
[Samsung Gear VR] twistedumbrella:
I fixed an issue with the skybox, which is rather eccentric for Gear VR. Here is how to use one:

To use a skybox, you have to set the left eye and right eye cameras to the skybox clear flag, but then you also have to go into the OVRManager and switch their add-on ortho camera to skybox. When all that is said and done, the skybox has to be connected to the scene where the OVRCameraRig is first enabled (or the first scene, if it is enabled by default). If the skybox is enabled after the camera or in later scene, the skybox area will be plain blue (if you did not change the solid color of the cameras). For an intro, it is best to attach the skybox and then add a big plane that uses a simple color shader behind where the camera is pointed.

Now the next major hurdle is getting the Gear S to actually function as a controller.
[Samsung Gear VR] samiapple:
lol

Thanks for the thread. Very be useful i think.
[Samsung Gear VR] THX_IIOI:
I will help test. :)
[Samsung Gear VR] gregor1230:
Running any apk on Gear Vr

Hi, I would like to ask if there is possibility to run for example dji go (phantom 3) apk on gear vr set. I have Samsung gear vr and phantom 3 drone , it would be good to see the world from drone on gear vr kit :).
[Samsung Gear VR] mrmrmrmr:
I'd also love to help testing. But it seems that this is suspended (no activity for many days)

Or is there a seperate thread ?

Thanks.
[Samsung Gear VR] twistedumbrella:
Everything is in the opening posts. It's stuff to help run other apps that are downloaded from the internet or to make your own.
[Samsung Gear VR] trinitytest:
Sign apk in Linux

Hey I'm trying to get up and running getting apps built and signed and running on the Gear VR.

So starting with the code in the latest ovr sdk for the 360 video player, I've been able to get it to build in android studio (AS).

I can "generate signed apk"'s but there seems to be no support for AS and the built apk installs and demands the phone be inserted into the Gear VR, but doesn't actually run.

The oculus store reverts back to run the default 360video app, (I think, because the log.d tags don't show up after the initial "LoadLibrary" messages) so I can't decide if they're signed the way the Gear VR api is looking for, or if they're not building right because of the way AS imports the eclipse project.

So I try to sign them manually using instructions in post 1 on this thread.

I'm using the run.sh script you have in the GearVRPublicTest directory. But I get a java error.

user@topaz:~/Downloads/GearVRPublicTest$ ./run.sh oculus360VideosSDK-debug.apk oculussig_02157df27464832e
Picked up JAVA_TOOL_OPTIONS: -javaagent:/usr/share/java/jayatanaag.jar
I: Using Apktool 2.0.0-5c5cef-SNAPSHOT on oculus360VideosSDK-debug.apk
I: Loading resource table...
I: Decoding AndroidManifest.xml with resources...
I: Loading resource table from file: /home/user/apktool/framework/1.apk
I: Regular manifest package...
I: Decoding file-resources...
I: Decoding values */* XMLs...
I: Baksmaling classes.dex...
I: Copying assets and libs...
I: Copying unknown files...
I: Copying original files...

Picked up JAVA_TOOL_OPTIONS: -javaagent:/usr/share/java/jayatanaag.jar

Exception in thread "main" java.nio.file.NoSuchFileException: oculus360VideosSDK-debug/assets/oculussig_02157df27464832e
at sun.nio.fs.UnixException.translateToIOException(UnixException.java:86)
at sun.nio.fs.UnixException.rethrowAsIOException(UnixException.java:102)
at sun.nio.fs.UnixException.rethrowAsIOException(UnixException.java:107)
at sun.nio.fs.UnixCopyFile.copyFile(UnixCopyFile.java:243)
at sun.nio.fs.UnixCopyFile.copy(UnixCopyFile.java:581)
at sun.nio.fs.UnixFileSystemProvider.copy(UnixFileSystemProvider.java:253)
at java.nio.file.Files.copy(Files.java:1274)
at com.vrbits.publicapktesting.Main.main(Main.java:50)

It looks like I might need something to put in

/home/user/apktool/framework/1.apk

Is there any support for this GearVRPublicTest signing tool? Or do you have any suggestions for me to try with AS?

I'm right now putting the sample together in eclipse to see if I have the same problem there.
[Samsung Gear VR] brandboy19335:
the command to repack it wont work on my pc
[Samsung Gear VR] xyb678:
is headtracking disabled when running app as vr_dual without GearVR headset?
[Samsung Gear VR] twistedumbrella:
Use the one from your phone or one from a ROM that's the same version.

Sorry, but there's not enough here to guess what's wrong.

It shouldn't be, but dual isn't officially supported so I can't say.
[Samsung Gear VR] robamacaf:
Here you go, this works perfectly albeit a bit expensive https://play.google.com/store/apps/details?id=com.aryuthere.visionplus
[Samsung Gear VR] Sparsh900:
It works but the problem is that you can't pass warning because it can't track head movement without gear vr.

Easy Noobs guide

On your device, find and install the SideloadVR DeviceID on the Google Play store.

Run the app, and write down the device ID shown.

Go to the Oculus Signature File (osig) Generator paste your device ID and download the file. - developer.oculus.com/osig/

Download the APK(like VirtualRealPlayer APK)

Download the App Self-Signer - here - virtualrealporn.com/software/GearVR/GenerateSelfSignedGearVRAPK.zip

Open the Self Signer application and browse for the signature file from there.

Browse for the VirtualRealPlayer .apk file

Click on “Generate new Self-signed Gear VR APK” and wait for the process to finish. Your new signed apk will be placed next to the original.

Copy the APK via USB or SD-Card anywhere in your phone and install it

Now follow the original guide :

Running any app as vr_dual (without Oculus Home):

Go to your device Settings -> Application manager -> Gear VR Service (usually in the "Downloaded" section but could also be in the "All" section).

Tap on "Manage storage"

Tap the "VR Service Version" number six times.

Wait for scan process to complete and you should now see the Developer Mode toggle on this screen.

You should now be able to launch your app without the headset and also dock the headset at any time without having Home launch.
[YotaPhone] manmikey:
Had a software update today, seems to be mainly bug fixes but there is also an extra 5th yota panel available now and also a white theme for the panels.

I seem to have picked up a bug too, the yotapanel people widget has stopped working, the contact pictures are no longer displayed and when the icon is pressed a string of random numbers is dialed instead of the contacts telephone no.

Any one else finding this problem?

Maybe it's time for a factory reset, that EPD is a little flaky
[YotaPhone] smekla:
I've also received the updates yesterday. Contacts widget works fine for me though one thing that i've noticed - once i've plugged the charger in, some default YotaPanel is displayed on the backscreen and i can't seem to change it.. waiting for the phone to fully charge, hope it will be ok after that.
[YotaPhone] euroclie:
Even after the update, the Contact panel still works on my Yotaphone 2.

I lost the root after the update, though, which is a pity...
[YotaPhone] manmikey:
Thanks for the comments on this, it seems to be just my device suffering this particular problem since the update, there are however reports of other problems with the EPD since the update tho.

I'm not sure what to do to fix it, I've tried removing the widget and reapplying it, clearing the data and cache of the yota app. Other than a factory resent im out off ideas.
[YotaPhone] manmikey:
Updates to the Yota app, contact app and organiser app via the play store has resolved my issue with the miss dialing people widget. Plus you can now have more contacts by having more people panels on the EPD ( the same also applies to apps, you can now have more app shortcuts by adding more panels on the EPD

Good work Yota ?
[YotaPhone] udayko:
confused!!!!

Was this update for yotaphone 2 or the the first generarion yotaphone???:rolleyes::rolleyes:
[YotaPhone] manmikey:
The update was for the Yotaphone 2
[XDA Assist] diontrevor28:
Hi, my name is Dion Trevor Castellino. I have just recently rooted my phone and I want to install CWM recovery. However, when I go to ROM Manager, it says there is no custom recovery for my device. Then, it tells me about Clockworkmod 2.x and 3.x+. This has confused me. Please give a full detailed method to install CWM or TWRP recovery on my phone. It would be better if CWM recovery. Here are my phone details.

Karbonn A35(alps a35 on CPUIdentifier)

1.2 Dual Core Mediatek MT6572 processor

512 MB RAM out of which 474 is usable.

THANKS A LOT!!!!!
[XDA Assist] Negan:
there is no recovery for your device. Unfortunately not all devices have support out here. You will have to make your own which you can learn to do by visiting XDA University

Good luck
[Android Q&A, Help & Troubleshooting] alibaig4u:
yesterday i was updating my firmware or my smart phone INNJOO i1s, from its official site. i had started flashing it with FLASH TOOL it first format the rom then when i was to installed the rom there was error occurred then boomm... Rom crashed then i reboot my device and it was not starting. it was like a dead. its not charging now nor turning on. but when i connect it to computer, computer makes a connectivity sound, and installing and unknown device driver. Why it is happening? plz help me. I want to turn my phone again. :crying: :crying: :crying: :crying:
[Galaxy S 5 Q&A, Help & Troubleshooting] haroon aejaz:
G900PVPU1BOA6 Android 5.0 Official firmware Download and Update for Galaxy S5 (Sprint) SM-G900P. G900PVPU1BOA6 Android 5.0 released for SPRU.s. (spint)

http://best-tech-reviews.com/update-galaxy-s5-sprint-g900pvpu1boa6-android-5-0-2913/
[Galaxy S 5 Q&A, Help & Troubleshooting] Buddlespit:
The above link requires you to have a twitter, facebook or google+ account. If you're like me and prefer your privacy over those, then you do not have the ability to see the above links.

As much as I appreciate the OP for trying to provide the links, I do not appreciate the spy-ware style of the providing web page.
[Galaxy Tab S Q&A, Help & Troubleshooting] TheLoverMan:
Hey are there any devs that are looking to do cm12 for the 805 model ?

So want this bad

Thanks :)
[Galaxy Tab S Q&A, Help & Troubleshooting] stopa10:
Yes, I also wonder why LTE versions are neglected. I own a T-705. In the end, this is little more than a huge S5, so why no 705 version at all?
[Galaxy Tab S Q&A, Help & Troubleshooting] DUHAsianSKILLZ:
If I am correct, the developers said they wanted to support the wifi devices first. Then when they feel cm12 for the wifi devices is perfect/mostly done, then they would later support the lte ones.
[Galaxy Tab S Q&A, Help & Troubleshooting] Ts_sT:
never happened with cm11 though :(
[Galaxy Tab S Q&A, Help & Troubleshooting] stopa10:
Guys, Rovo just announced that Xposed for Lollipop is out (have a look in the Xposed forum). This is a game changer: I would really like to try CM 12 on my T-705 ?
[Galaxy Tab S Q&A, Help & Troubleshooting] codethief:
I second the request for CM12 (or even CM11) on the T805. In case anyone is familiar with what's missing / needs to be fixed in order to run one of the CM builds on the T805, could you please point me to it? I've got no experience with building CM, unfortunately, but as a programmer I'm very willing to get my hands dirty.

---------- Post added at 08:14 PM ---------- Previous post was at 08:07 PM ----------

I asked nvertigo67, the creator of the CM12 build for the T800, about this the other day: He said he won't publish ROMs for devices he doesn't own.
[Galaxy Tab S Q&A, Help & Troubleshooting] codethief:
FYI, nvertigo67 posted a laundry list of things to do in order to have a chance of getting CM12 running on the LTE variants.
[Galaxy Tab S Q&A, Help & Troubleshooting] TheLoverMan:
one of the mods moved this dont ask me why, silly thing todo ill repost
[Sprint Samsung Galaxy Note 3] Hitokiri-Snake:
I performed the domestic unlock on my phone about 10 days ago, and everything has been good for the most part. I'm currently using the T Mobile MVNO, US Mobile. I'm located in Tampa, FL, and I have HSPA+ in most areas. I've noticed that if I travel into an area with weak signal strength, usually indoors, and and I lose service, my phone will not automatically come back into service when I return to an area that has stronger signal strength. I have to manually toggle airplane mode, and then it will pick it up. Has anyone else encountered this problem? I'm assuming it maybe has to do with not having the 1700/2100mhz band, but I haven't seen anyone else mention anything similar. It has happened to me on both the MI3 and MJ4 modems. If I go into my phones settings under status, "My Phone Number" says unavailable.

I understand that my phone is not designed to operate on TMobile, so it just might be the way it is. I just wanted to see if this is happening to everyone or just me. If anyone else has experienced a similar issue or has some insight into what might be going on, I'd appreciate it.
[Nexus 5 Q&A, Help & Troubleshooting] NH2CH3:
Hi everyone.

This is the first time I publish in this forum, so apologise my beginner's manneer

I did a big mistake, when I bought my new Nexus 5, I wanted to restore all data from a backup I made on my older nexus 5 via TWRP custom recovery, and unfortunately i checked the EFS case, this caused my IMEI lose, & at the beginning, I had no network signal until I set up this one on Only EDGE. Now i have just no 3G & 4G network. This is so bad with a NEW purchased phone :( hope it will be an issue for this.

I tried flashing back to stock, everything failed, no IMEI (0) & NO 3G/4G.

Btw there's no Google/LG service in my country
[Nexus 5 Q&A, Help & Troubleshooting] jd1639:
Sorry man, but there's no way to get it back except to send it to LG.
[Nexus 5 Q&A, Help & Troubleshooting] NH2CH3:
Okay hommie, thank u so much, anyway I keep hoping there's a solution.
[Nexus 5 Q&A, Help & Troubleshooting] _MetalHead_:
There's not, unfortunately. You gotta send it in.
[Nexus 5 Q&A, Help & Troubleshooting] Wakamatsu:
That's a harsh lesson to learn. I've made it a habit of backing up partitions separately for a few reasons including avoiding this situation. So easy to not pay attention at the wrong time.
[Nexus 5 Q&A, Help & Troubleshooting] RolF2:
Z3X LG_2-3G_Tool

http://forum.gsmhosting.com/vbb/f45...ck-repair-imei-repair-3g-instruction-1877488/
[Nexus 5 Q&A, Help & Troubleshooting] NH2CH3:
As I said in the topic, there's no LG/Google service in my country :confused: Thanks anyway
[Nexus 5 Q&A, Help & Troubleshooting] NH2CH3:
Thanks man, looking interesting, but I do need a box for that, no ?
[Nexus 5 Q&A, Help & Troubleshooting] RolF2:
Just search for phone repair shops with such equipment ...
[General Questions and Answers] shakeandscream:
Gonna have about $300 to spend to get a smartphone off of eBay. Really tired of my Nokia Lumia 928, and wanting to go with something better. I was thinking the Galaxy Nexus because it's super cheap but I feel like it's kind of outdated. Verizon phones only please. Thanks ya'll
[General Questions and Answers] Arkane416:
Personally I think the galaxy s4 is a great phone. Samsungs first really solid phone. It's fantastic stock, and has a lot of options for modding if you wanted. If you jump on swappa, there are plenty of great-mint condition for less then 300.

---------- Post added at 08:32 AM ---------- Previous post was at 08:26 AM ----------

Also try and find one with a baseband MDK, if at all possible. There are infinitely more options for custom roms with that baseband version. But even if you can't there are still good options for custom roms using SS.
[General Questions and Answers] Planterz:
HTC One M7 "electric blue" exclusive at Best Buy is a mere $150, no contract.