Mobile version

Wave SDK version

  1. Before using the VIVEPORT AirSig package, you must install and import Wave SDK first.

  2. Once Wave SDK and VIVEPORT AirSig are both imported, you need to:

    • In Unity, set following settings:

      • Switch Platform to Android
      • Set Minimium SDK version to API 24
      • Set your package name
      • Add your keystore
    • Copy ‘res’ folder from Assets/AirSig/Assets/Plugins/Android/res to Assets/Plugins/Android/

    • In Unity, select Assets/AirSig/Assets/Plugins/Android/libs/ARMv7/libAirSig and change CPU to ‘ARMv7’ in the inspector.

    • In Unity, select Assets/AirSig/Assets/Plugins/Android/libs/x86/libAirSig and change CPU to ‘x86’ in the inspector (Sometimes these settings just went off. It’s necessary to update them to avoid duplicated library error).

  3. Before you start using AirSig function, you have to call AirSigManger’s SetMode API to decide which function you want to use when user triggers from Wave controller. Setting to Mode.None means turning off AirSig function which is default. The basic lifecycle of using a AirSig function is:

    • Call SetMode to indicate which function is going to use
    • Player triggers data input from Wave controller
    • Get result from callback
  4. The plugin automatically collects data when player hold down the trigger (Can be defined using API or Unity Editor) and identify when player release.

How to use the demo scene

  1. Open Main.unity from Assets/AirSig/Demo/Scene
  2. Connect your Wave device and then File > Build and Run